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A Conceptual Framework for Serious Games
6 references·16 citing·46 second hop
A Conceptual Framework for Serious Games (2009)A Conceptual Framework for Serious GamesDigital Game-Based Learning (2020)Digital Game-Based LearningDo generational differences matter in instructional design (2008)Do generational differences m…What Video Games Have to Teach Us About Learning and Literacy (2007)What Video Games Have to Teac…Serious Games : An Overview (2007)Serious Games : An OverviewWhat Video Games Have to Teach Us about Learning and Literacy (2004)What Video Games Have to Teac…Games, Motivation, and Learning: A Research and Practice Model (2002)Games, Motivation, and Learni…Serious Game Design in Health Education: A Systematic Review (2022)Serious Game Design in Health…Towards a serious games design framework for people with intellectual disability or autism spectrum disorder (2020)Towards a serious games desig…iPlus a User-Centered Methodology for Serious Games Design (2020)iPlus a User-Centered Methodo…A (Visual) Novel Route to Learning: A Taxonomy of Teaching Strategies in Visual Novels (2020)A (Visual) Novel Route to Lea…Practical Methodology for the Design of Educational Serious Games (2019)Practical Methodology for the…Developing Theory-Driven, Evidence-Based Serious Games for Health: Framework Based on Research Community Insights (2019)Developing Theory-Driven, Evi…A Usability Study of a Serious Game in Cognitive Rehabilitation: A Compensatory Navigation Training in Acquired Brain Injury Patients (2018)A Usability Study of a Seriou…Using games to raise awareness: How to co-design serious mini-games? (2017)Using games to raise awarenes…Is it worth it to consider videogames in accounting education? A comparison of a simulation and a videogame in attributes, motivation and learning outcomes (2016)Is it worth it to consider vi…Digital game-based learning in accounting and business education (2016)Digital game-based learning i…CMX: The Effects of an Educational MMORPG on Learning and Teaching Computer Programming (2016)CMX: The Effects of an Educat…Designing Educational Games for Computer Programming: A Holistic Framework. (2014)Designing Educational Games f…Art history concepts at play with ThIATRO (2013)Art history concepts at play …The Six Facets of Serious Game Design: A Methodology Enhanced by Our Design Pattern Library (2012)The Six Facets of Serious Gam…Assessing the Acceptability and Usability of an Interactive Serious Game in Aiding Treatment Decisions for Patients with Localized Prostate Cancer (2011)Assessing the Acceptability a…Validation of Serious Games Attributes Using the Technology Acceptance Model (2010)Validation of Serious Games A…Situated Cognition and the Culture of Learning (1989)Situated Learning: Legitimate Peripheral Participation. (1994)A pedagogy of Multiliteracies Designing Social Futures (1996)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)Self-efficacy: Toward a unifying theory of behavioral change. (1977)Intrinsic Motivation and Self-Determination in Human Behavior (1985)Social Foundations of Thought and Action : A Social Cognitive Theory (1985)A systematic literature review of empirical evidence on computer games and serious games (2012)A meta-analysis of the cognitive and motivational effects of serious games. (2013)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)A technology acceptance model for empirically testing new end-user information systems : theory and results (1985)Communities of practice learning, meaning, and identity (1999)Rules of Play: Game Design Fundamentals (2003)Experiential Learning : Experience as the Source of Learning and Development (1983)Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions (2000)The future of 'serious games' in accounting education: A Delphi study (2018)Play it again: how game-based learning improves flow in Accounting and Marketing education (2019)Drivers and barriers to the utilisation of gamification and game‐based learning in universities: A systematic review of educators' perspectives (2023)The Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)Preferred reporting items for systematic reviews and meta-analyses: the PRISMA statement (2009)Preferred Reporting Items for Systematic Reviews and Meta-Analyses: The PRISMA Statement (2009)A Serious Game Designed to Promote Safe Behaviors Among Health Care Workers During the COVID-19 Pandemic: Development of “Escape COVID-19” (2020)Teaching Adequate Prehospital Use of Personal Protective Equipment During the COVID-19 Pandemic: Development of a Gamified e-Learning Module (2020)Conceptual Ambiguity Surrounding Gamification and Serious Games in Health Care: Literature Review and Development of Game-Based Intervention Reporting Guidelines (GAMING) (2021)Digital game-based learning: Towards an experiential gaming model (2005)Serious Games: Games That Educate, Train, and Inform (2005)Digital Game-Based Learning: It's Not Just the Digital Natives Who Are Restless. (2006)Why so serious? On the relation of serious games and learning (2010)Immersive virtual reality serious games for evacuation training and research: A systematic literature review (2018)Gamification of health professions education: a systematic review (2020)Mapping learning and game mechanics for serious games analysis (2014)An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games (2015)A Conceptual Model of Analogue Gamification to Enhance Learners' Motivation and Attitude (2021)Designing cognitive-based game mechanisms for mobile educational games to promote cognitive thinking: an analysis of flow state and game-based learning behavioral patterns (2021)Gamification and Soft Skills Assessment in the Development of a Serious Game: Design and Feasibility Pilot Study (2023)A Pattern Language (1977)Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)La gamificación en la educación superior: una revisión sistemática (2017)The Theory and Practice of Online Learning (2008)Handbook of Self-Regulation of Learning and Performance (2017)Parental Mediation Theory for the Digital Age (2011)Scaffolding game-based learning: Impact on learning achievements, perceived learning, and game experiences (2013)The New Literacies of Online Research and Comprehension: Rethinking the Reading Achievement Gap (2014)
this work references cited by second hop

References

  • 2004What Video Games Have to Teach Us about Learning and Literacy6,673 cited
  • 2002Games, Motivation, and Learning: A Research and Practice Model3,211 cited
  • 2020Digital Game-Based Learning2,893 cited
  • 2007Serious Games : An Overview946 cited
  • 2007What Video Games Have to Teach Us About Learning and Literacy735 cited
  • 2008Do generational differences matter in instructional design41 cited

Cited by

  • 2012The Six Facets of Serious Game Design: A Methodology Enhanced by Our Design Pattern Library131 cited
  • 2019Developing Theory-Driven, Evidence-Based Serious Games for Health: Framework Based on Research Community Insights126 cited
  • 2016Digital game-based learning in accounting and business education114 cited
  • 2019Practical Methodology for the Design of Educational Serious Games99 cited
  • 2016CMX: The Effects of an Educational MMORPG on Learning and Teaching Computer Programming91 cited
  • 2010Validation of Serious Games Attributes Using the Technology Acceptance Model91 cited
  • 2011Assessing the Acceptability and Usability of an Interactive Serious Game in Aiding Treatment Decisions for Patients with Localized Prostate Cancer85 cited
  • 2017Using games to raise awareness: How to co-design serious mini-games?74 cited

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

  • 2022Serious Game Design in Health Education: A Systematic Review62 cited
  • 2016Is it worth it to consider videogames in accounting education? A comparison of a simulation and a videogame in attributes, motivation and learning outcomes61 cited
  • 2014Designing Educational Games for Computer Programming: A Holistic Framework.55 cited
  • 2020Towards a serious games design framework for people with intellectual disability or autism spectrum disorder54 cited
  • 2018A Usability Study of a Serious Game in Cognitive Rehabilitation: A Compensatory Navigation Training in Acquired Brain Injury Patients50 cited
  • 2020iPlus a User-Centered Methodology for Serious Games Design49 cited
  • 2013Art history concepts at play with ThIATRO47 cited
  • 2020A (Visual) Novel Route to Learning: A Taxonomy of Teaching Strategies in Visual Novels46 cited