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Purposeful by design?
14 references·16 citing·30 second hop
Purposeful by design? (2012)Purposeful by design?Reality is broken: why games make us better and how they can change the world (2012)Reality is broken: why games …From Edutainment to Serious Games: A Change in the Use of Game Characteristics (2010)From Edutainment to Serious G…The Design, Play, and Experience Framework (2009)The Design, Play, and Experie…The Art of Game Design (2008)The Art of Game DesignPersuasive games: the expressive power of videogames (2008)Persuasive games: the express…Game Design Workshop (2008)Game Design WorkshopPersuasive Games (2007)Persuasive GamesWhat Video Games Have to Teach Us about Learning and Literacy (2004)What Video Games Have to Teac…A Theory of Fun for Game Design (2004)A Theory of Fun for Game Desi…What video games have to teach us about learning and literacy (2003)What video games have to teac…Rules of Play: Game Design Fundamentals (2003)Rules of Play: Game Design Fu…Steps to an Ecology of Mind (1973)Steps to an Ecology of MindSerious Games (1970)Serious GamesTruth and Method (1960)Truth and MethodSerious games in future skills development: A systematic review of the design approaches (2022)Serious games in future skill…Game-Based Learning in Project Sustainability Management Education (2021)Game-Based Learning in Projec…Assessment Measures in Game-based Learning Research (2021)Assessment Measures in Game-b…Serious Gaming for Climate Adaptation—Assessing the Potential and Challenges of a Digital Serious Game for Urban Climate Adaptation (2020)Serious Gaming for Climate Ad…iPlus a User-Centered Methodology for Serious Games Design (2020)iPlus a User-Centered Methodo…Designing Engaging Games for Education: A Systematic Literature Review on Game Motivators and Design Principles (2020)Designing Engaging Games for …Analyzing Students’ Self-Perception of Success and Learning Effectiveness Using Gamification in an Online Cybersecurity Course (2020)Analyzing Students’ Self-Perc…Serious Games, Gamification, and Serious Mental Illness: A Scoping Review (2019)Serious Games, Gamification, …Developing Theory-Driven, Evidence-Based Serious Games for Health: Framework Based on Research Community Insights (2019)Developing Theory-Driven, Evi…A framework for climate change engagement through video games (2018)A framework for climate chang…Investigating the Impact of Gaming Habits, Gender, and Age on the Effectiveness of an Educational Video Game: An Exploratory Study (2016)Investigating the Impact of G…Towards a trans‐disciplinary methodology for a game‐based intervention development process (2015)Towards a trans‐disciplinary …Increasing Donating Behavior Through a Game for Change (2015)Increasing Donating Behavior …A renewed approach to serious games for cyber security (2015)A renewed approach to serious…Benefits, barriers and guideline recommendations for the implementation of serious games in education for stakeholders and policymakers (2014)Benefits, barriers and guidel…Games for a new climate: experiencing the complexity of future risks (2012)Games for a new climate: expe…Situated Cognition and the Culture of Learning (1989)Situated Learning: Legitimate Peripheral Participation. (1994)A pedagogy of Multiliteracies Designing Social Futures (1996)The Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)Gamifying learning experiences: Practical implications and outcomes (2013)Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)Situated Learning (1991)A Pedagogy of Multiliteracies: Designing Social Futures (1996)Foundations of Game-Based Learning (2015)The Lens of Intrinsic Skill Atoms: A Method for Gameful Design (2015)Gamification and Mobile Marketing Effectiveness (2016)Serious games and the gamification of tourism (2016)The game, the player, the world: looking for a heart of gameness (2003)Fundamental Components of the Gameplay Experience: Analysing Immersion (2005)Democracy of Objects (2011)The role of psychology in understanding the impact of computer games (2011)"Alone together?" (2006)Beyond Play (2007)The benefits of playing video games. (2013)Gamification of Cognitive Assessment and Cognitive Training: A Systematic Review of Applications and Efficacy (2016)The Digital Workforce and the Workplace of the Future (2016)A Dynamic Theory of Organizational Knowledge Creation (1994)Social Capital, Intellectual Capital, and the Organizational Advantage (1998)Learning by Expanding (2014)The Foundations of Social Research: Meaning and Perspective in the Research Process (1998)A Set of Principles for Conducting and Evaluating Interpretive Field Studies in Information Systems1 (1999)The ethics of algorithms: Mapping the debate (2016)The Gaming of Policy and the Politics of Gaming: A Review (2009)Classifying Serious Games (2011)Teaching and Learning Argumentative Reading and Writing: A Review of Research (2011)
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References

  • 1960Truth and Method9,247 cited
  • 1973Steps to an Ecology of Mind7,226 cited
  • 2004What Video Games Have to Teach Us about Learning and Literacy6,673 cited
  • 2003What video games have to teach us about learning and literacy5,713 cited
  • 2003Rules of Play: Game Design Fundamentals5,481 cited
  • 2012Reality is broken: why games make us better and how they can change the world2,923 cited
  • 2008The Art of Game Design1,906 cited
  • 2008Persuasive games: the expressive power of videogames1,703 cited
  • 2007Persuasive Games1,528 cited
  • 2004A Theory of Fun for Game Design1,110 cited
  • 2008Game Design Workshop1,098 cited
  • 1970Serious Games921 cited
  • 2010From Edutainment to Serious Games: A Change in the Use of Game Characteristics458 cited
  • 2009The Design, Play, and Experience Framework320 cited

Cited by

  • 2020Designing Engaging Games for Education: A Systematic Literature Review on Game Motivators and Design Principles263 cited
  • 2014Benefits, barriers and guideline recommendations for the implementation of serious games in education for stakeholders and policymakers

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151 cited
  • 2020Serious Gaming for Climate Adaptation—Assessing the Potential and Challenges of a Digital Serious Game for Urban Climate Adaptation133 cited
  • 2019Developing Theory-Driven, Evidence-Based Serious Games for Health: Framework Based on Research Community Insights126 cited
  • 2019Serious Games, Gamification, and Serious Mental Illness: A Scoping Review116 cited
  • 2018A framework for climate change engagement through video games100 cited
  • 2015Towards a trans‐disciplinary methodology for a game‐based intervention development process93 cited
  • 2021Game-Based Learning in Project Sustainability Management Education72 cited
  • 2015A renewed approach to serious games for cyber security67 cited
  • 2012Games for a new climate: experiencing the complexity of future risks65 cited
  • 2020Analyzing Students’ Self-Perception of Success and Learning Effectiveness Using Gamification in an Online Cybersecurity Course64 cited
  • 2015Increasing Donating Behavior Through a Game for Change61 cited
  • 2021Assessment Measures in Game-based Learning Research59 cited
  • 2022Serious games in future skills development: A systematic review of the design approaches58 cited
  • 2016Investigating the Impact of Gaming Habits, Gender, and Age on the Effectiveness of an Educational Video Game: An Exploratory Study52 cited
  • 2020iPlus a User-Centered Methodology for Serious Games Design49 cited