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Evidence-Based Mapping between the Theory of Multiple Intelligences and Game Mechanics for the Purpose of Player-Centered Serious Game Design
16 references·1 citing·39 second hop
Evidence-Based Mapping between the Theory of Multiple Intelligences and Game Mechanics for the Purpose of Player-Centered Serious Game Design (2016)Evidence-Based Mapping between the Theory…Mapping learning and game mechanics for serious games analysis (2014)Mapping learning and game mec…Cognitive behavioral game design: a unified model for designing serious games (2014)Cognitive behavioral game des…Telemetry Sampling in Game Development (2013)Telemetry Sampling in Game De…Introduction: Changing the Game (2013)Introduction: Changing the Ga…Game Analytics (2013)Game AnalyticsGame Mechanics: Advanced Game Design (2012)Game Mechanics: Advanced Game…Building Customer Relationship through Game Mechanics in Social Games (2011)Building Customer Relationshi…Identification of multiple intelligences with the Multiple Intelligence Profiling Questionnaire III (2008)Identification of multiple in…Games without Frontiers: Theories and Methods for Game Studies and Design (2008)Games without Frontiers: Theo…Defining Game Mechanics (2008)Defining Game MechanicsPedagogy in Commercial Video Games (2006)Pedagogy in Commercial Video …Multiple Intelligences, the Mozart Effect, and Emotional Intelligence: A Critical Review (2006)Multiple Intelligences, the M…Inadequate Evidence for Multiple Intelligences, Mozart Effect, and Emotional Intelligence Theories (2006)Inadequate Evidence for Multi…Theory of Multiple Intelligences: Is it a Scientific Theory? (2004)Theory of Multiple Intelligen…Frames of the Mind: The Theory of Multiple Intelligences (1985)Frames of the Mind: The Theor…Frames of Mind: The Theory of Multiple Intelligences (1984)Frames of Mind: The Theory of…Towards effective serious games (2017)Towards effective serious gam…Taxonomy of Educational Objectives: The Classification of Educational Goals, Handbook I: Cognitive Domain (1956)Principles of Instructional Design (1974)A taxonomy for learning, teaching, and assessing : a revision of Bloom's taxonomy of educational objectives (2001)An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games (2015)The maturing of gamification research (2017)A Meta-Analysis of Use of Serious Games in Education over a Decade (2019)Working with Emotional Intelligence (1999)A perspective on judgment and choice: Mapping bounded rationality. (2003)Exploring the relationships between trait emotional intelligence and objective socio‐emotional outcomes in childhood (2008)Psychometric Properties of the Trait Emotional Intelligence Questionnaire (TEIQue) (2009)The Neuroscience of Intelligence (2016)Emotional Intelligence (1990)THE MIRROR-NEURON SYSTEM (2004)Does leadership need emotional intelligence? (2009)Reflecting on Social Emotional Learning: A Critical Perspective on Trends in the United States (2009)Early Education for Spatial Intelligence: Why, What, and How (2010)Social Cognitive Theory: An Agentic Perspective (2001)Grit: Perseverance and passion for long-term goals. (2007)Developing Theory-Driven, Evidence-Based Serious Games for Health: Framework Based on Research Community Insights (2019)Serious Games and Their Effect Improving Attention in Students with Learning Disabilities (2019)Towards a customizable immersive virtual reality serious game for earthquake emergency training (2020)Rules of Play: Game Design Fundamentals (2003)Half-Real: Video Games between Real Rules and Fictional Worlds (2005)Fundamentals of game design (2010)From game design elements to gamefulness (2011)Narrative configuration in qualitative analysis (1995)Individual differences in reasoning: Implications for the rationality debate? (2000)Psychological correlates of university students' academic performance: A systematic review and meta-analysis. (2012)At Least Nine Ways to Play: Approaching Gamer Mentalities (2010)Framework for Designing and Evaluating Game Achievements (2011)Digital Game Dynamics Preferences and Player Types (2017)Gaming for the energy transition. Experimenting and learning in co-designing a serious game prototype (2017)Participatory game prototyping – balancing domain content and playability in a serious game design for the energy transition (2018)Metalinguistic and Ideational Thinking in Second Language Composing (1990)Two Approaches to Parsing the Heterogeneity of Psychopathy (2004)Investigating the impact of video games on high school students’ engagement and learning about genetics (2009)Skill-based differences in spatio-temporal team behaviour in defence of the Ancients 2 (DotA 2) (2014)Crushing Candy: The Free-to-Play Game in Its Connective Commodity Form (2015)Ping to Win? (2016)
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References

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  • 2014Mapping learning and game mechanics for serious games analysis988 cited
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  • 2014Cognitive behavioral game design: a unified model for designing serious games152 cited
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  • 2008Identification of multiple intelligences with the Multiple Intelligence Profiling Questionnaire III48 cited
  • 2004

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Theory of Multiple Intelligences: Is it a Scientific Theory?
47 cited

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  • 2017Towards effective serious games21 cited