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A Comprehensive Taxonomy for Serious Games
16 references·6 citing·43 second hop
A Comprehensive Taxonomy for Serious Games (2016)A Comprehensive Taxonomy for Serious GamesMapping learning and game mechanics for serious games analysis (2014)Mapping learning and game mec…An Overview of Serious Games (2014)An Overview of Serious GamesSerious games for health (2013)Serious games for healthA meta-analysis of the cognitive and motivational effects of serious games. (2013)A meta-analysis of the cognit…Gamification and Serious Games for Personalized Health (2012)Gamification and Serious Game…A systematic literature review of empirical evidence on computer games and serious games (2012)A systematic literature revie…Serious games and learning effectiveness: The case of It’s a Deal! (2011)Serious games and learning ef…Classifying Serious Games (2011)Classifying Serious GamesSerious gaming technology in major incident triage training: A pragmatic controlled trial (2010)Serious gaming technology in …Serious games for rehabilitation: A survey and a classification towards a taxonomy (2010)Serious games for rehabilitat…Serious games for higher education: a framework for reducing design complexity (2008)Serious games for higher educ…Serious Games: Games That Educate, Train, and Inform (2005)Serious Games: Games That Edu…Rules of Play: Game Design Fundamentals (2003)Rules of Play: Game Design Fu…Relational Frame Theory (2001)Relational Frame TheoryEducational video game for juvenile diabetes: results of a controlled trial (1997)Educational video game for ju…Play and Its Role in the Mental Development of the Child (1967)Play and Its Role in the Ment…The qualities of patients interested in using a game-based digital mental health intervention for depression: a sequential mixed methods study (2023)The qualities of patients int…Predicting subscription renewal using binary classification in World of Warcraft (2022)Predicting subscription renew…Internet-of-things-enabled serious games: A comprehensive survey (2022)Internet-of-things-enabled se…A new look at the cognitive neuroscience of video game play (2020)A new look at the cognitive n…Are They Learning or Playing? Students’ Perception Traits and Their Learning Self-Efficacy in a Game-Based Learning Environment (2019)Are They Learning or Playing?…Designing educational games: Key elements and methodological approach (2017)Designing educational games: …A taxonomy for learning, teaching, and assessing : a revision of Bloom's taxonomy of educational objectives (2001)GameFlow (2005)An activity theory-based model for serious games analysis and conceptual design (2015)The maturing of gamification research (2017)A Meta-Analysis of Use of Serious Games in Education over a Decade (2019)Serious Games (1970)Fish’n’Steps: Encouraging Physical Activity with an Interactive Computer Game (2006)The Role of Serious Games, Gamification and Industry 4.0 Tools in the Education 4.0 Paradigm (2019)Designing Engaging Games for Education: A Systematic Literature Review on Game Motivators and Design Principles (2020)Serious Games and Gamification in Healthcare: A Meta-Review (2023)Social Learning Theory. (1978)Statistical Methods for Meta-Analysis (1988)Digital Games, Design, and Learning (2015)Handbook of Self-Regulation of Learning and Performance (2017)The Gamification of Learning: a Meta-analysis (2019)Introduction to Meta‐Analysis (2021)Games, Motivation, and Learning: A Research and Practice Model (2002)Why do people play on-line games? An extended TAM with social influences and flow experience (2003)Enjoyment: At the Heart of Media Entertainment (2004)Gamifying learning experiences: Practical implications and outcomes (2013)Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning (2015)Self-efficacy mechanism in human agency. (1982)Social Foundations of Thought and Action : A Social Cognitive Theory (1985)Learning with Media (1991)Origins of Serious Games (2011)Role of Video Games in Improving Health-Related Outcomes (2012)Gamification for health promotion: systematic review of behaviour change techniques in smartphone apps (2016)What Video Games Have to Teach Us about Learning and Literacy (2004)Half-Real: Video Games between Real Rules and Fictional Worlds (2005)Serious Games for education and training (2014)Quality Criteria for Serious Games: Serious Part, Game Part, and Balance (2020)The game, the player, the world: looking for a heart of gameness (2003)Fundamental Components of the Gameplay Experience: Analysing Immersion (2005)Serious games and the gamification of tourism (2016)Serious Games : An Overview (2007)Developing a Theory of Gamified Learning (2014)A systematic review of gamification in e-Health (2017)Antecedents of self-regulation: A developmental perspective. (1982)Pretense and representation: The origins of "theory of mind." (1987)Preschool Program Improves Cognitive Control (2007)Peer Contagion in Child and Adolescent Social and Emotional Development (2010)Open, Aware, and Active: Contextual Approaches as an Emerging Trend in the Behavioral and Cognitive Therapies (2011)Acceptance and Commitment Therapy as a Unified Model of Behavior Change (2012)
this work references cited by second hop

References

  • 2003Rules of Play: Game Design Fundamentals5,481 cited
  • 2012A systematic literature review of empirical evidence on computer games and serious games2,890 cited
  • 1967Play and Its Role in the Mental Development of the Child2,684 cited
  • 2005Serious Games: Games That Educate, Train, and Inform2,069 cited
  • 2013A meta-analysis of the cognitive and motivational effects of serious games.1,857 cited
  • 2001Relational Frame Theory1,295 cited
  • 2014Mapping learning and game mechanics for serious games analysis855 cited
  • 2014An Overview of Serious Games657 cited
  • 1997Educational video game for juvenile diabetes: results of a controlled trial475 cited
  • 2011Classifying Serious Games334 cited
  • 2010Serious games for rehabilitation: A survey and a classification towards a taxonomy331 cited
  • 2013Serious games for health325 cited
  • 2008Serious games for higher education: a framework for reducing design complexity317 cited
  • 2011Serious games and learning effectiveness: The case of It’s a Deal!305 cited
  • 2012Gamification and Serious Games for Personalized Health301 cited
  • 2010

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Serious gaming technology in major incident triage training: A pragmatic controlled trial
256 cited

Cited by

  • 2020A new look at the cognitive neuroscience of video game play134 cited
  • 2019Are They Learning or Playing? Students’ Perception Traits and Their Learning Self-Efficacy in a Game-Based Learning Environment56 cited
  • 2022Internet-of-things-enabled serious games: A comprehensive survey41 cited
  • 2017Designing educational games: Key elements and methodological approach29 cited
  • 2023The qualities of patients interested in using a game-based digital mental health intervention for depression: a sequential mixed methods study11 cited
  • 2022Predicting subscription renewal using binary classification in World of Warcraft11 cited