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Games for Empathy for Social Impact
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Games for Empathy for Social Impact (2016)Games for Empathy for Social ImpactSimulating REAL LIVES (2012)Simulating REAL LIVESThe Effects of a Serious Game on Role-Taking and Willingness to Help (2010)The Effects of a Serious Game…Video Games and the Future of Learning (2005)Video Games and the Future of…The accessibility of visually impaired people to museums and art through ICTs (2022)The accessibility of visually…The role of experience during playing bullying prevention serious game: effects on knowledge and compassion (2020)The role of experience during…Contenidos inmersivos violentos: investigación con eye tracking en jóvenes universitarios en España y Portugal (2020)Contenidos inmersivos violent…Situated Learning: Legitimate Peripheral Participation. (1994)From Content to Context: Videogames as Designed Experience (2006)Digital Games in Education (2007)Motivating Children to Learn Effectively: Exploring the Value of Intrinsic Integration in Educational Games (2011)Measuring individual differences in empathy: Evidence for a multidimensional approach. (1983)The relation of empathy to prosocial and related behaviors. (1987)Mind, Self, and Society (2015)How do presence, flow, and character identification affect players’ empathy and interest in learning from a serious computer game? (2016)Using a serious game to communicate risk and minimize psychological distance regarding environmental pollution (2019)To learn scientifically, effectively, and enjoyably: A review of educational games (2020)What video games have to teach us about learning and literacy (2003)What Video Games Have to Teach Us about Learning and Literacy (2004)What do students learn from a role-play simulation of an international negotiation? (2014)Make-Believe in Gameful and Playful Design (2016)A Chronicle of Higher Education (2017)A gamified approach to promoting empathy in children (2020)An update on the effects of playing violent video games (2003)Neuromarketing: the hope and hype of neuroimaging in business (2010)Serious games as new educational tools: how effective are they? A meta‐analysis of recent studies (2012)Tendencias emergentes en 'neuromarketing': análisis Bibliométrico con CiteSpace (2017-2021) (2023)Flow: The Psychology of Optimal Experience (1991)Handbook of Positive Psychology (2001)Confidence Limits for the Indirect Effect: Distribution of the Product and Resampling Methods (2004)School Readiness From Kindergarten to Primary School (2019)The Need for Emotional Intelligence Training Education in Critical and Stressful Situations: The Case of Covid-19 (2020)8 Pillars X 8 Layers Model of Metacognition: Educational Strategies, Exercises &Trainings (2021)A Study on the Digitalization Methods, Visualization Technologies and Interactive Information Systems for Popularization of Tangible and Intangible Heritage (2024)MULTISENSORY APPROACH TO MUSEUM ACCESSIBILITY AND EXPERIENCE ENHANCEMENT (2024)Technologies used for visually impaired individuals in the museum environment: a systematic review (2025)
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References

  • 2005Video Games and the Future of Learning1,120 cited
  • 2010The Effects of a Serious Game on Role-Taking and Willingness to Help219 cited
  • 2012Simulating REAL LIVES150 cited

Cited by

  • 2020The role of experience during playing bullying prevention serious game: effects on knowledge and compassion24 cited
  • 2020Contenidos inmersivos violentos: investigación con eye tracking en jóvenes universitarios en España y Portugal9 cited
  • 2022The accessibility of visually impaired people to museums and art through ICTs4 cited

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