SZodixStudyAcademic Library
ShelvesOpen access
Study · an open academic library·Metadata from OpenAlex (CC0)·Shelves·OpenAlex metadata, de-duplicated
Geospatial Human‐environment Simulation through Integration of Massive Multiplayer Online Games and Geographic Information Systems
16 references·6 citing·52 second hop
Geospatial Human‐environment Simulation through Integration of Massive Multiplayer Online Games and Geographic Information Systems (2012)Geospatial Human‐environment Simulation t…Next-generation Digital Earth (2012)Next-generation Digital EarthA Behavioral Approach to the Rational Choice Theory of Collective Action Presidential Address, American political Science Association, 1997 (2010)A Behavioral Approach to the …Web Mapping 2.0: The Neogeography of the GeoWeb (2008)Web Mapping 2.0: The Neogeogr…Serious games for higher education: a framework for reducing design complexity (2008)Serious games for higher educ…EGameFlow: A scale to measure learners’ enjoyment of e-learning games (2008)EGameFlow: A scale to measure…Citizens as sensors: the world of volunteered geography (2007)Citizens as sensors: the worl…Public Participation Geographic Information Systems: A Literature Review and Framework (2006)Public Participation Geograph…Introduction to neogeography (2006)Introduction to neogeographyCritical Issues in Participatory GIS: Deconstructions, Reconstructions, and New Research Directions (2006)Critical Issues in Participat…The Effectiveness of Instructional Games: A Literature Review and Discussion (2005)The Effectiveness of Instruct…Design-Based Research: Putting a Stake in the Ground (2004)Design-Based Research: Puttin…Design Science in Information Systems Research1 (2004)Design Science in Information…What video games have to teach us about learning and literacy (2003)What video games have to teac…Collective intelligence: mankind's emerging world in cyberspace (1998)Collective intelligence: mank…Seriously considering play: Designing interactive learning environments based on the blending of microworlds, simulations, and games (1996)Seriously considering play: D…Game Theory and its Applications: In the Social and Biological Sciences (1995)Game Theory and its Applicati…Minecraft as a Tool for Engaging Children in Urban Planning: A Case Study in Tirol Town, Brazil (2020)Minecraft as a Tool for Engag…Spatial Game for Negotiations and Consensus Building in Urban Planning: YouPlaceIt! (2017)Spatial Game for Negotiations…GeoGame analytics – A cyber-enabled petri dish for geographic modeling and simulation (2017)GeoGame analytics – A cyber-e…ENGAGING YOUTH THROUGH SPATIAL SOCIO-TECHNICAL STORYTELLING, PARTICIPATORY GIS, AGENT-BASED MODELING, ONLINE GEOGAMES AND ACTION PROJECTS (2017)ENGAGING YOUTH THROUGH SPATIA…Crisis Response Serious Spatial Thinking Games: Spatial Think Aloud Study Results (2016)Crisis Response Serious Spati…Emerging GIS themes and the six senses of the new mind: is GIS becoming a liberation technology? (2015)Emerging GIS themes and the s…A Ladder Of Citizen Participation (1969)The Social Construction of Technological Systems: New Directions in the Sociology and History of Technology (1988)The walking interview: Methodology, mobility and place (2010)Researching Volunteered Geographic Information: Spatial Data, Geographic Research, and New Social Practice (2011)Citizen Science and Volunteered Geographic Information: Overview and Typology of Participation (2012)Cultural Survival Quarterly (2013)Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)Scale Development : Theory and Applications (1991)The role of psychology in understanding the impact of computer games (2011)Assessment in and of Serious Games: An Overview (2013)Gameful Experience in Gamification: Construction and Validation of a Gameful Experience Scale [GAMEX] (2018)Intrinsic Motivation and Self-Determination in Human Behavior (1985)Intrinsic Motivation and Self-Determination in Human Behavior (1988)Situated Cognition and the Culture of Learning (1989)Beyond Nintendo: design and assessment of educational video games for first and second grade students (2002)Computer Gaming and Interactive Simulations for Learning: A Meta-Analysis (2006)Serious Games : An Overview (2007)The Discovery of Grounded Theory; Strategies for Qualitative Research (1968)The Discovery of Grounded Theory: Strategies for Qualitative Research. (1968)Naturalistic inquiry (1985)Design-based research and technology-enhanced learning environments (2005)Design-Based Research (2012)Phases of inquiry-based learning: Definitions and the inquiry cycle (2015)The ghost map : the story of London's most terrifying epidemic--and how it changed science, cities, and the modern world (2007)Crowdsourcing geographic information for disaster response: a research frontier (2010)How Good is Volunteered Geographical Information? A Comparative Study of OpenStreetMap and Ordnance Survey Datasets (2010)Information Systems Success: The Quest for the Dependent Variable (1992)The Structure of Scientific Revolutions (1996)The DeLone and McLean Model of Information Systems Success: A Ten-Year Update (2003)The Anatomy of a Design Theory (2007)Bridging the Qualitative–Quantitative Divide: Guidelines for Conducting Mixed Methods Research in Information Systems1 (2013)Positioning and Presenting Design Science Research for Maximum Impact1 (2013)Situated Learning (1991)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)Foundations of Game-Based Learning (2015)The genetical evolution of social behaviour. I (1964)The Evolution of Cooperation (1981)Governing the Commons (1990)Collective Action and the Evolution of Social Norms (2000)Varieties of Capitalism (2001)Beyond Markets and States: Polycentric Governance of Complex Economic Systems (2010)Toward a Theory of Intrinsically Motivating Instruction* (1981)Games, Motivation, and Learning: A Research and Practice Model (2002)Relationships Between Game Attributes and Learning Outcomes (2008)Exploring the potential of computer and video games for health and physical education: A literature review (2009)Mobile game‐based learning in secondary education: engagement, motivation and learning in a mobile city game (2009)Free Labor (2000)Does the Internet Increase, Decrease, or Supplement Social Capital? (2001)Online Social Networking and Addiction—A Review of the Psychological Literature (2011)
this work references cited by second hop

References

  • 2004Design Science in Information Systems Research110,671 cited
  • 2003What video games have to teach us about learning and literacy5,713 cited
  • 2007Citizens as sensors: the world of volunteered geography4,544 cited
  • 2010A Behavioral Approach to the Rational Choice Theory of Collective Action Presidential Address, American political Science Association, 19972,850 cited
  • 2004Design-Based Research: Putting a Stake in the Ground2,637 cited
  • 1998Collective intelligence: mankind's emerging world in cyberspace1,526 cited
  • 2006Public Participation Geographic Information Systems: A Literature Review and Framework1,214 cited
  • 1996Seriously considering play: Designing interactive learning environments based on the blending of microworlds, simulations, and games999 cited
  • 2008EGameFlow: A scale to measure learners’ enjoyment of e-learning games767 cited
  • 2005The Effectiveness of Instructional Games: A Literature Review and Discussion581 cited
  • 2008Web Mapping 2.0: The Neogeography of the GeoWeb568 cited
  • 2006Introduction to neogeography558 cited
  • 1995Game Theory and its Applications: In the Social and Biological Sciences503 cited
  • 2006Critical Issues in Participatory GIS: Deconstructions, Reconstructions, and New Research Directions453 cited

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

  • 2012Next-generation Digital Earth388 cited
  • 2008Serious games for higher education: a framework for reducing design complexity317 cited
  • Cited by

    • 2020Minecraft as a Tool for Engaging Children in Urban Planning: A Case Study in Tirol Town, Brazil81 cited
    • 2015Emerging GIS themes and the six senses of the new mind: is GIS becoming a liberation technology?22 cited
    • 2017Spatial Game for Negotiations and Consensus Building in Urban Planning: YouPlaceIt!16 cited
    • 2017ENGAGING YOUTH THROUGH SPATIAL SOCIO-TECHNICAL STORYTELLING, PARTICIPATORY GIS, AGENT-BASED MODELING, ONLINE GEOGAMES AND ACTION PROJECTS11 cited
    • 2017GeoGame analytics – A cyber-enabled petri dish for geographic modeling and simulation10 cited
    • 2016Crisis Response Serious Spatial Thinking Games: Spatial Think Aloud Study Results3 cited