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Playful Game Jams
7 references·5 citing·41 second hop
Playful Game Jams (2014)Playful Game JamsHandbook on the Digital Creative Economy (2013)Handbook on the Digital Creat…Game Jams (2012)Game JamsFrom game design elements to gamefulness (2011)From game design elements to …Play and games (2009)Play and gamesThe Art of Game Design (2008)The Art of Game DesignMan, Play, and Games. (1963)Man, Play, and Games.Parkinson's Law, and Other Studies in Administration. (1958)Parkinson's Law, and Other St…Game jams in general formal education (2021)Game jams in general formal e…Game Jams for Learning and Teaching (2020)Game Jams for Learning and Te…Female Participation in Hackathons: A Case Study About Gender Issues in Application Development Marathons (2020)Female Participation in Hacka…The Value of Game Prototyping Projects for Students and Industry (2016)The Value of Game Prototyping…Improving Social Skills through Game Jam Participation (2016)Improving Social Skills throu…Computer Game Studies, Year One. (2001)Rules of Play: Game Design Fundamentals (2003)Collaborative games: Lessons learned from board games (2006)An International Study on Learning and Process Choices in the Global Game Jam (2013)The impacts of live streaming and Twitch.tv on the video game industry (2018)Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)Gamification. using game-design elements in non-gaming contexts (2011)Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Gamification in theory and action: A survey (2014)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)Self-efficacy: Toward a unifying theory of behavioral change. (1977)Self-efficacy: Toward a unifying theory of behavioral change. (1977)Self-Efficacy in Changing Societies (1995)Understanding the benefits of game jams (2016)Mind in Society: The Development of Higher Psychological Processes (1978)The Measurement of Engagement and Burnout: A Two Sample Confirmatory Factor Analytic Approach (2002)What video games have to teach us about learning and literacy (2003)Promoting Game Jams and Hackathons as more Women-Inclusive Environments for Informal Learning (2021)Experience and Education. (1938)Experience and Education (1986)Using thematic analysis in psychology (2006)Design and Development of a Scaffolding-Based Mindtool for Gamified Learning Classrooms (2022)Homo Ludens: A Study of the Play-Element in Culture. (1951)Encounters: Two Studies in the Sociology of Interaction (1964)Gamification of online idea competitions: insights from an explorative case (2011)Toward a Science of Learning Games (2011)Mind, Self, and Society (2015)Gambling in children and adolescents (2020)Gamification for Engaging Computer Science Students in Learning Activities: A Case Study (2014)The Lens of Intrinsic Skill Atoms: A Method for Gameful Design (2015)Serious games and the gamification of tourism (2016)Entrepreneurial affect: Attachment to work practice in San Francisco's digital media sector (2015)The Spotify Effect: Digital Distribution and Financial Growth (2017)The Case for a Socially Oriented Business Model Canvas: The Social Enterprise Model Canvas (2019)Edgework: A Social Psychological Analysis of Voluntary Risk Taking (1990)Performing tourism, staging tourism (2001)National Identity, Popular Culture and Everyday Life (2020)The Growth of Public Expenditures: Nine Modes of Explanation (1975)Africa's Overgrown State Reconsidered: Bureaucracy and Economic Growth (1999)A process framework for theoretically grounded prescriptive research in the project management field (2012)
this work references cited by second hop

References

  • 2011From game design elements to gamefulness8,391 cited
  • 2008The Art of Game Design1,906 cited
  • 1963Man, Play, and Games.1,310 cited
  • 2009Play and games172 cited
  • 1958Parkinson's Law, and Other Studies in Administration.171 cited
  • 2013Handbook on the Digital Creative Economy127 cited
  • 2012Game Jams81 cited

Cited by

  • 2020Game Jams for Learning and Teaching60 cited
  • 2021Game jams in general formal education38 cited
  • 2016Improving Social Skills through Game Jam Participation37 cited
  • 2016The Value of Game Prototyping Projects for Students and Industry37 cited
  • 2020Female Participation in Hackathons: A Case Study About Gender Issues in Application Development Marathons33 cited

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