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The art of failure: an essay on the pain of playing video games
0 references·16 citing·56 second hop
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(1975)Discipline and Punish: The Birth of the Prison. (1978)Zombification?: Gamification, motivation, and the user (2014)Goldilocks conditions for workplace gamification: how narrative persuasion helps manufacturing workers create self-directed behaviors (2020)Exploring the Darkness of Gamification: You Want It Darker? (2021)The Discovery of Grounded Theory; Strategies for Qualitative Research (1968)The Discovery of Grounded Theory: Strategies for Qualitative Research. (1968)Situated Learning: Legitimate Peripheral Participation. (1994)Playing (with) Democracy: A Review of Gamified Participation Approaches (2016)Cities and the politics of gamification (2017)Experience and Education. (1938)Experience and Education (1986)From game design elements to gamefulness (2011)Effectiveness of gaming for communicating and teaching climate change (2018)Business experimentation for a circular economy - Learning in the front end of innovation (2020)The Role of Simulation and Serious Games in Teaching Concepts on Circular Economy and Sustainable Energy (2021)The Logic of Scientific Discovery. (1959)What video games have to teach us about learning and literacy (2003)What Video Games Have to Teach Us about Learning and Literacy (2004)Designing productively negative experiences with serious game mechanics: Qualitative analysis of game-play and game design in a randomized trial (2018)Iterative user and expert feedback in the design of an educational virtual reality biology game (2019)“Gamificación" de la enseñanza para ciencia, tecnología, ingeniería y matemáticas: cartografía conceptual (2020)Street Art: The Transfiguration of the Commonplaces (2010)Savoring Disgust (2011)Essays, Moral, Political, and Literary (2021)A Fitting-Attitude Approach to Aesthetic Value? (2022)Learning to Teach in Higher Education (2003)Teaching for quality learning at university (2008)Motivational Design for Learning and Performance (2009)Does the ARCS motivational model affect students’ achievement and motivation? A meta‐analysis (2020)Effectiveness of Digital Game Based Learning Strategy in Higher Educational Perspectives (2022)Models and constructs to predict students’ digital educational games acceptance: A systematic literature review (2022)The Fragility of Goodness: Luck and Ethics in Greek Tragedy and Philosophy (1987)Rules of Play: Game Design Fundamentals (2003)Black Boxes or Unflattering Mirrors? Comparative Bias in the Science of Machine Behaviour (2021)The aim of inquiry? (2023)The Ethics of Conceptualization (2025)
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  • 2025Can AI Prompt Humans? Multimodal Agents Prompt Players? Game Actions and Show Consequences to Raise Sustainability Awareness30 cited
  • 2021Digital failure: Unbecoming the “good” data subject through entropic, fugitive, and queer data

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26 cited
  • 2021Respawn, Reload, Relate17 cited
  • 2020Risking Treasure: Testing Loss Aversion in an Adventure Game12 cited