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Serious Games are a Serious Tool for Team Research
16 references·1 citing·46 second hop
Serious Games are a Serious Tool for Team Research (2017)Serious Games are a Serious Tool for Team…Developing a Theory of Gamified Learning (2014)Developing a Theory of Gamifi…A systematic literature review of empirical evidence on computer games and serious games (2012)A systematic literature revie…From game design elements to gamefulness (2011)From game design elements to …A META‐ANALYSIS OF TEAMWORK PROCESSES: TESTS OF A MULTIDIMENSIONAL MODEL AND RELATIONSHIPS WITH TEAM EFFECTIVENESS CRITERIA (2008)A META‐ANALYSIS OF TEAMWORK P…What type of leadership behaviors are functional in teams? A meta-analysis (2006)What type of leadership behav…Rules of Play: Game Design Fundamentals (2003)Rules of Play: Game Design Fu…A Temporally Based Framework and Taxonomy of Team Processes (2001)A Temporally Based Framework …“Ethical Principles of Psychologists and Code of Conduct” (2000)“Ethical Principles of Psycho…Virtual teams: Technology and the workplace of the future (1998)Virtual teams: Technology and…Team Mental Model: Construct or Metaphor? (1994)Team Mental Model: Construct …Goodness-of-fit indexes in confirmatory factor analysis: The effect of sample size. (1988)Goodness-of-fit indexes in co…Hierarchically Nested Covariance Structure Models for Multitrait-Multimethod Data (1985)Hierarchically Nested Covaria…Serious Games (1970)Serious GamesA General Approach to Confirmatory Maximum Likelihood Factor Analysis (1969)A General Approach to Confirm…Developmental sequence in small groups. (1965)Developmental sequence in sma…The American Psychological Association (1919)The American Psychological As…Assessment of Teams in a Digital Game Environment (2018)Assessment of Teams in a Digi…Handbook of Industrial and Organizational Psychology. (1977)Research in Organizational Behavior. (1986)Enhancing the Effectiveness of Work Groups and Teams (2006)Team Effectiveness 1997-2007: A Review of Recent Advancements and a Glimpse Into the Future (2008)Knowledge sharing: A review and directions for future research (2009)The Social Psychology of Organizations. (1979)The emerging conceptualization of groups as information processors. (1997)CREATING HYBRID TEAM CULTURES: AN EMPIRICAL TEST OF TRANSNATIONAL TEAM FUNCTIONING. (2000)Metaphors We Live By (2003)Work Groups and Teams in Organizations (2003)A Reliability Coefficient for Maximum Likelihood Factor Analysis (1973)Significance tests and goodness of fit in the analysis of covariance structures. (1980)Application of confirmatory factor analysis to the study of self-concept: First- and higher order factor models and their invariance across groups. (1985)Testing for the equivalence of factor covariance and mean structures: The issue of partial measurement invariance. (1989)Factor analysis in the development and refinement of clinical assessment instruments. (1995)Scale Development Research (2006)Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)Gamification. using game-design elements in non-gaming contexts (2011)Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Gamification in theory and action: A survey (2014)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)Self-Concept: Validation of Construct Interpretations (1976)Culture and the Self: Implications for Cognition, Emotion, and Motivation (1991)An Empirical Evaluation of Alternative Methods of Estimation for Confirmatory Factor Analysis With Ordinal Data. (2004)Multiple Factor Analysis (2007)Social learning and clinical psychology. (1954)FIRO, A Three-Dimensional Theory of Interpersonal Behavior (1958)Stages of Small-Group Development Revisited (1977)Collective Mind in Organizations: Heedful Interrelating on Flight Decks (1993)Childhood and Society (2026)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)Handbook of Self-Regulation of Learning and Performance (2017)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)Clinician-administered PTSD scale: A review of the first ten years of research (2001)What is resilience? A review and concept analysis (2010)The Psychological Distance of Climate Change (2011)The effects of violent video game habits on adolescent hostility, aggressive behaviors, and school performance (2004)Using Narrative in Social Research (2005)Conceptual and design thinking for thematic analysis. (2021)
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References

  • 2011From game design elements to gamefulness8,391 cited
  • 1919The American Psychological Association7,475 cited
  • 1965Developmental sequence in small groups.5,772 cited
  • 2003Rules of Play: Game Design Fundamentals5,481 cited
  • 2000“Ethical Principles of Psychologists and Code of Conduct”4,251 cited
  • 1988Goodness-of-fit indexes in confirmatory factor analysis: The effect of sample size.3,833 cited
  • 2001A Temporally Based Framework and Taxonomy of Team Processes3,657 cited
  • 2012A systematic literature review of empirical evidence on computer games and serious games2,890 cited
  • 1969A General Approach to Confirmatory Maximum Likelihood Factor Analysis2,494 cited
  • 1994Team Mental Model: Construct or Metaphor?1,630 cited
  • 2006What type of leadership behaviors are functional in teams? A meta-analysis1,106 cited
  • 1998Virtual teams: Technology and the workplace of the future1,087 cited
  • 1985Hierarchically Nested Covariance Structure Models for Multitrait-Multimethod Data1,037 cited
  • 2008A META‐ANALYSIS OF TEAMWORK PROCESSES: TESTS OF A MULTIDIMENSIONAL MODEL AND RELATIONSHIPS WITH TEAM EFFECTIVENESS CRITERIA943 cited
  • 1970Serious Games921 cited

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  • 2014Developing a Theory of Gamified Learning915 cited
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    • 2018Assessment of Teams in a Digital Game Environment28 cited