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Why Video Game Genres Fail
16 references·1 citing·28 second hop
Why Video Game Genres Fail (2015)Why Video Game Genres FailJournal of the Association for Information Science and Technology (2018)Journal of the Association fo…The Art of Game Design (2008)The Art of Game DesignPersuasive Games (2007)Persuasive GamesA Theory of Fun for Game Design (2004)A Theory of Fun for Game Desi…Genre Repertoire: The Structuring of Communicative Practices in Organizations (1994)Genre Repertoire: The Structu…Genre analysis : English in academic and research settings. By John M. Swales (Cambridge applied linguistics series.) Cambridge & New York: Cambridge University Press, 1990. Pp. 260. Cloth $34.50, paper $15.95. (1993)Genre analysis : English in a…Genres of Organizational Communication: A Structurational Approach to Studying Communication and Media (1992)Genres of Organizational Comm…Genre Analysis: English in Academic and Research Settings (1992)Genre Analysis: English in Ac…Flow: The Psychology of Optimal Experience (1991)Flow: The Psychology of Optim…Flow: the psychology of optimal experience (1990)Flow: the psychology of optim…Women, Fire, and Dangerous Things: What Categories Reveal about the Mind (1988)Women, Fire, and Dangerous Th…Women, Fire, and Dangerous Things (1987)Women, Fire, and Dangerous Th…The Art of Computer Game Design (1984)The Art of Computer Game Desi…Genre as social action (1984)Genre as social actionCognitive representations of semantic categories. (1975)Cognitive representations of …Philosophical Investigations. (1954)Philosophical Investigations.Video gaming and sleep in adults: A systematic review (2024)Video gaming and sleep in adu…Minnesota studies in the philosophy of science (1956)Speech Acts (1969)Language as social semiotic : the social interpretation of language and meaning (1978)1 Constitutional Amendments: “Materializing” Organizational Communication (2009)Basic Elements of Narrative (2009)Statistical principles in experimental design. (1962)Family resemblances: Studies in the internal structure of categories (1975)Basic objects in natural categories (1976)Introduction to WordNet: An On-line Lexical Database * (1990)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)Stance and engagement: a model of interaction in academic discourse (2005)Why Research on Women Entrepreneurs Needs New Directions (2006)Style (2007)Subjective well-being: Three decades of progress. (1999)The role of positive emotions in positive psychology: The broaden-and-build theory of positive emotions. (2001)The benefits of being present: Mindfulness and its role in psychological well-being. (2003)A Transdisciplinary Framework for SLA in a Multilingual World (2016)On Two Metaphors for Learning and the Dangers of Choosing Just One (1998)Foundations of Language (2002)Core affect and the psychological construction of emotion. (2003)Understanding and Validity in Qualitative Research (1992)The contemporary theory of metaphor (1993)What Good Are Positive Emotions? (1998)From game design elements to gamefulness (2011)Formative assessment and the design of instructional systems (1989)Reconceptualizing Organizational Routines as a Source of Flexibility and Change (2003)
this work references cited by second hop

References

  • 1987Women, Fire, and Dangerous Things13,357 cited
  • 1990Flow: the psychology of optimal experience12,637 cited
  • 1954Philosophical Investigations.12,289 cited
  • 1988Women, Fire, and Dangerous Things: What Categories Reveal about the Mind7,367 cited
  • 1993Genre analysis : English in academic and research settings. By John M. Swales (Cambridge applied linguistics series.) Cambridge & New York: Cambridge University Press, 1990. Pp. 260. Cloth $34.50, paper $15.95.5,142 cited
  • 1975Cognitive representations of semantic categories.4,813 cited
  • 1992Genre Analysis: English in Academic and Research Settings4,725 cited
  • 1991Flow: The Psychology of Optimal Experience3,621 cited
  • 1984Genre as social action2,979 cited
  • 2008The Art of Game Design1,919 cited
  • 2007Persuasive Games1,568 cited
  • 1992Genres of Organizational Communication: A Structurational Approach to Studying Communication and Media1,368 cited
  • 1994Genre Repertoire: The Structuring of Communicative Practices in Organizations1,144 cited
  • 2004A Theory of Fun for Game Design1,110 cited
  • 1984The Art of Computer Game Design919 cited

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2018
Journal of the Association for Information Science and Technology
911 cited

Cited by

  • 2024Video gaming and sleep in adults: A systematic review31 cited