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Design Strategies for Youth-Focused Pervasive Social Health Games
13 references·0 citing·43 second hop
Design Strategies for Youth-Focused Pervasive Social Health Games (2013)Design Strategies for Youth-Focused Perva…This is not a one-horse race (2012)This is not a one-horse raceIncome, race, and class (2012)Income, race, and classCompetitive versus cooperative exergame play for African American adolescents' executive function skills: Short-term effects in a long-term training intervention. (2012)Competitive versus cooperativ…Physical activity motivating games (2010)Physical activity motivating …The art of game design: a book of lenses (2009)The art of game design: a boo…A theory-based framework for evaluating exergames as persuasive technology (2009)A theory-based framework for …The Art of Game Design (2008)The Art of Game DesignPersuasive games: the expressive power of videogames (2008)Persuasive games: the express…Civic Identities, Online Technologies: From Designing Civics Curriculum to Supporting Civic Experiences (2007)Civic Identities, Online Tech…Fish’n’Steps: Encouraging Physical Activity with an Interactive Computer Game (2006)Fish’n’Steps: Encouraging Phy…"Alone together?" (2006)"Alone together?"Educational video game for juvenile diabetes: results of a controlled trial (1997)Educational video game for ju…Popular education and its discontents (1990)Popular education and its dis…Self-efficacy mechanism in human agency. (1982)The transtheoretical model of behavior change: a meta-analysis of applications to physical activity and exercise (2001)An Overview of Serious Games (2014)Deconstructing gamification: evaluating the effectiveness of continuous measurement, virtual rewards, and social comparison for promoting physical activity (2014)Digital Behaviour Change Interventions to Break and Form Habits (2018)The Discovery of Grounded Theory; Strategies for Qualitative Research (1968)The Discovery of Grounded Theory: Strategies for Qualitative Research. (1968)The Complexity of Intersectionality (2005)Curiosity, Creativity, and Surprise as Analytic Tools: Grounded Theory Method (2014)"Okay, One More Episode" (2017)Empowered Participation (2017)Why do people play on-line games? An extended TAM with social influences and flow experience (2003)GameFlow (2005)Points, stories, worlds, and diegesis: Comparing player experiences in two citizen science games (2015)Spaceship Launch (2015)A Developmental Perspective on Executive Function (2010)Generation M2: Media in the Lives of 8- to 18-Year-Olds (2010)Digest of Education Statistics (2014)Effect of Exergames on Depression: A Systematic Review and Meta-Analysis (2015)The impact of an exergame-based intervention on children's fundamental motor skills (2015)The Psychological Effects of Playing Exergames: A Systematic Review (2017)Science and Human Behavior (1953)The Strength of Weak Ties (1973)Bowling alone: the collapse and revival of American community (2000)From Tree House to Barracks (2006)Who plays, how much, and why? Debunking the stereotypical gamer profile (2008)Streaming on twitch (2014)Social Foundations of Thought and Action : A Social Cognitive Theory (1985)Learning with Media (1991)Origins of Serious Games (2011)Role of Video Games in Improving Health-Related Outcomes (2012)Gamification for health promotion: systematic review of behaviour change techniques in smartphone apps (2016)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)Democracy of Objects (2011)The role of psychology in understanding the impact of computer games (2011)Basil Bernstein's Theory of Pedagogic Practice: A Structuralist Approach (1991)‘A Brighter and Nicer New Life’: Security as Pacification (2011)Coming to know in the ‘eye of the storm’: A beginning teacher's introduction to different versions of teacher community (2012)A theory of work gamification: Something old, something new, something borrowed, something cool? (2016)Studying student differentiation in gamified education: A long-term study (2016)Development and validation of the player experience inventory: A scale to measure player experiences at the level of functional and psychosocial consequences (2019)
this work references cited by second hop

References

  • 2008The Art of Game Design1,906 cited
  • 2008Persuasive games: the expressive power of videogames1,703 cited
  • 2009The art of game design: a book of lenses887 cited
  • 2006Fish’n’Steps: Encouraging Physical Activity with an Interactive Computer Game853 cited
  • 2006"Alone together?"778 cited
  • 1997Educational video game for juvenile diabetes: results of a controlled trial475 cited
  • 2012Competitive versus cooperative exergame play for African American adolescents' executive function skills: Short-term effects in a long-term training intervention.162 cited
  • 1990Popular education and its discontents122 cited
  • 2012Income, race, and class120 cited
  • 2010Physical activity motivating games115 cited
  • 2012This is not a one-horse race65 cited
  • 2009A theory-based framework for evaluating exergames as persuasive technology57 cited
  • 2007Civic Identities, Online Technologies: From Designing Civics Curriculum to Supporting Civic Experiences15 cited

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