SZodixStudyAcademic Library
ShelvesOpen access
Study · an open academic library·Metadata from OpenAlex (CC0)·Shelves·OpenAlex metadata, de-duplicated
Critical review on video game evaluation heuristics
7 references·1 citing·26 second hop
Critical review on video game evaluation heuristics (2010)Critical review on video game evaluation …The new gatekeepers: The occupational ideology of game journalism (2009)The new gatekeepers: The occu…Understanding Video Games: The Essential Introduction (2008)Understanding Video Games: Th…Designing game idea generation games (2008)Designing game idea generatio…The Magical Number Seven, Plus or Minus Two: Some Limits on Our Capacity for Processing Information (2003)The Magical Number Seven, Plu…Playability in Action Videogames: A Qualitative Design Model (2002)Playability in Action Videoga…The magical number seven, plus or minus two: Some limits on our capacity for processing information. (1994)The magical number seven, plu…What makes things fun to learn? heuristics for designing instructional computer games (1980)What makes things fun to lear…Gameful Design Heuristics: A Gamification Inspection Tool (2019)Gameful Design Heuristics: A …Basics of qualitative research (1990)Basics of Qualitative Research (1992)Towards a Framework for Understanding Electronic Educational Gaming (2007)Co-located collaborative learning video game with single display groupware (2009)Player–video game interaction: A systematic review of current concepts (2015)The Discovery of Grounded Theory (2017)Homo Ludens: A Study of the Play-Element in Culture. (1951)Creativity syndrome: Integration, application, and innovation. (1988)Serious Games: Games That Educate, Train, and Inform (2005)Manufacturing Consent: The Political Economy of the Mass Media. (1989)Blogs, Wikipedia, Second Life, and beyond: from production to produsage (2009)The Wealth of Networks (2017)Intrinsic Motivation and Self-Determination in Human Behavior (1985)Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions (2000)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)Eco-Gamification Platform to Promote Consumers’ Engagement in the Textile and Clothing Circular Value Chain (2023)Plugged In (2017)Video games can develop graduate skills in higher education students: A randomised trial (2017)Multinational comparison of internet gaming disorder and psychosocial problems versus well-being: Meta-analysis of 20 countries (2018)A scaling method for priorities in hierarchical structures (1977)How to make a decision: The analytic hierarchy process (1990)The theory of planned behavior (1991)Successful implementation of user-centered game based learning in higher education: An example from civil engineering (2006)Motivating Children to Learn Effectively: Exploring the Value of Intrinsic Integration in Educational Games (2011)The wear out effect of a game-based student response system (2014)Setting the news agenda with an ethnic‐relevant topic: Public salience of illegal immigration (1997)
this work references cited by second hop

References

  • 1994The magical number seven, plus or minus two: Some limits on our capacity for processing information.17,161 cited
  • 1980What makes things fun to learn? heuristics for designing instructional computer games758 cited
  • 2008Understanding Video Games: The Essential Introduction557 cited
  • 2002Playability in Action Videogames: A Qualitative Design Model179 cited
  • 2003The Magical Number Seven, Plus or Minus Two: Some Limits on Our Capacity for Processing Information87 cited
  • 2008Designing game idea generation games54 cited
  • 2009The new gatekeepers: The occupational ideology of game journalism37 cited

Cited by

  • 2019Gameful Design Heuristics: A Gamification Inspection Tool37 cited

Only edges whose both ends are imported exist here. Widen the year window, or show the whole map. Back to the work