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Developing serious games
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Developing serious games (2006)Developing serious gamesDigital serious games in developing nursing clinical competence: A systematic review and meta-analysis (2022)Digital serious games in deve…AntibioGame®: A serious game for teaching medical students about antibiotic use (2020)AntibioGame®: A serious game …Serious Games in Health Professions Education: Review of Trends and Learning Efficacy (2019)Serious Games in Health Profe…Making Learning Fun: Gaming in Radiology Education (2019)Making Learning Fun: Gaming i…Effectiveness of serious games and impact of design elements on engagement and educational outcomes in healthcare professionals and students: a systematic review and meta-analysis protocol (2018)Effectiveness of serious game…A systematic review of serious games in asthma education (2016)A systematic review of seriou…Review of the Use of AI Techniques in Serious Games: Decision Making and Machine Learning (2015)Review of the Use of AI Techn…Serious games, gamification and game engines to support framework activities in engineering: Case studies, analysis, classifications and outcomes (2014)Serious games, gamification a…A Survey of Frameworks and Game Engines for Serious Game Development (2014)A Survey of Frameworks and Ga…A Review of Gamification for Health-Related Contexts (2014)A Review of Gamification for …A Comprehensive Review of Serious Games in Health Professions (2014)A Comprehensive Review of Ser…Game-Based Learning (2012)Game-Based LearningMurder on Grimm Isle: The impact of game narrative design in an educational game‐based learning environment (2010)Murder on Grimm Isle: The imp…Balancing Play, Meaning and Reality: The Design Philosophy of LEVEE PATROLLER (2009)Balancing Play, Meaning and R…Newsgames: Theory and Design (2008)Newsgames: Theory and DesignDesigning e-learning games for rural children in India (2008)Designing e-learning games fo…The Discovery of Grounded Theory: Strategies for Qualitative Research. (1968)Naturalistic inquiry (1985)Qualitative Data Analysis: An Expanded Sourcebook (1994)Disentangling Curiosity: Dimensionality, Definitions, and Distinctions from Interest in Educational Contexts (2014)Success factors for serious games to enhance learning: a systematic review (2016)Why Story Matters: A Review of Narrative in Serious Games (2019)Experiential Learning : Experience as the Source of Learning and Development (1983)Digital game-based learning: Towards an experiential gaming model (2005)Serious Games: Games That Educate, Train, and Inform (2005)Effectiveness of serious games in nurse education: A systematic review (2021)Learning Vocabulary in Another Language (2001)What Video Games Have to Teach Us about Learning and Literacy (2004)Mobile Technology for Children: Designing for Interaction and Learning (2009)Game based learning tool seeking peer support for empowering adolescent girls in rural Assam (2015)Economic and Political Weekly (2017)Gamification for development: a case of collaborative learning in Sri Lankan primary schools (2017)The reflective practitioner: How professionals think in action (1984)The Reflective Practitioner: How Professionals Think in Action (1985)Learning in Single-Versus Multiplayer Games: The More the Merrier? (2010)Gaming Methods in Engineering Systems Research (2017)Serious games: Quality characteristics evaluation framework and case study (2018)What video games have to teach us about learning and literacy (2003)A systematic literature review of empirical evidence on computer games and serious games (2012)Improving Adaptive Gameplay in Serious Games Through Interactive Deep Reinforcement Learning (2018)Artificial Intelligence–Driven Serious Games in Health Care: Scoping Review (2022)A Systematic Review of Serious Games in the Era of Artificial Intelligence, Immersive Technologies, the Metaverse, and Neurotechnologies: Transformation Through Meta-Skills Training (2025)Games, Motivation, and Learning: A Research and Practice Model (2002)Digital Game-Based Learning in high school Computer Science education: Impact on educational effectiveness and student motivation (2008)An empirical study on gender, video game play, academic success and complex problem solving skills (2018)The effectiveness of adaptive versus non‐adaptive learning with digital educational games (2019)Influence of Game-Based Learning in Mathematics Education on Students’ Affective Domain: A Systematic Review (2021)Cochrane Handbook for Systematic Reviews of Interventions (2008)The PRISMA Statement for Reporting Systematic Reviews and Meta-Analyses of Studies That Evaluate Health Care Interventions: Explanation and Elaboration (2009)Preferred reporting items for systematic review and meta-analysis protocols (PRISMA-P) 2015 statement (2015)Educational gaming for dental students: Design and assessment of a pilot endodontic‐themed escape game (2020)Efficacy of Serious Games in Healthcare Professions Education (2020)The Taxonomy of Educational Objectives (2012)Taxonomy of Educational Objectives (2014)Comparison of the effectiveness of lecture instruction and virtual reality-based serious gaming instruction on the medical students’ learning outcome about approach to coma (2021)Learning experiences of game-based educational intervention in nursing students: A systematic mixed-studies review (2021)Evaluating Training Programs (1956)Evaluating Training Programs: The Four Levels (2006)Evaluating Training Programs : The Four Levels (2009)A comparative case study of 2D, 3D and immersive-virtual-reality applications for healthcare education (2020)A Mixed-Methods Study of Cultural Heritage Learning through Playing a Serious Game (2022)From game design elements to gamefulness (2011)Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps (2011)Reality is broken: why games make us better and how they can change the world (2012)Are Serious Games a Good Strategy for Pharmacy Education? (2015)The effects of gamified customer benefits and characteristics on behavioral engagement and purchase: Evidence from mobile exercise application uses (2018)Gaming elements, applications, and challenges of gamification in healthcare (2022)
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  • 2010Murder on Grimm Isle: The impact of game narrative design in an educational game‐based learning environment235 cited
  • 2014A Comprehensive Review of Serious Games in Health Professions196 cited
  • 2014A Review of Gamification for Health-Related Contexts162 cited
  • 2012Game-Based Learning105 cited
  • 2018Effectiveness of serious games and impact of design elements on engagement and educational outcomes in healthcare professionals and students: a systematic review and meta-analysis protocol103 cited
  • 2019Serious Games in Health Professions Education: Review of Trends and Learning Efficacy98 cited
  • 2008Designing e-learning games for rural children in India93 cited
  • 2015Review of the Use of AI Techniques in Serious Games: Decision Making and Machine Learning86 cited
  • 2009Balancing Play, Meaning and Reality: The Design Philosophy of LEVEE PATROLLER78 cited
  • 2020AntibioGame®: A serious game for teaching medical students about antibiotic use77 cited
  • 2016A systematic review of serious games in asthma education77 cited
  • 2008Newsgames: Theory and Design73 cited
  • 2019Making Learning Fun: Gaming in Radiology Education69 cited
  • 2022Digital serious games in developing nursing clinical competence: A systematic review and meta-analysis

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66 cited
  • 2014Serious games, gamification and game engines to support framework activities in engineering: Case studies, analysis, classifications and outcomes60 cited
  • 2014A Survey of Frameworks and Game Engines for Serious Game Development58 cited