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Rigor in Gaming for Design: Conditions for Transfer Between Game and Reality
16 references·1 citing·48 second hop
Rigor in Gaming for Design: Conditions for Transfer Between Game and Reality (2018)Rigor in Gaming for Design: Conditions fo…On the Architecture of Game Science (2018)On the Architecture of Game S…Interdisciplinary Approach to Complexity in Simulation Game Design and Implementation (2018)Interdisciplinary Approach to…Gamification Science, Its History and Future: Definitions and a Research Agenda (2018)Gamification Science, Its His…Gaming Methods in Engineering Systems Research (2017)Gaming Methods in Engineering…The Power of Sponges (2015)The Power of SpongesTowards a Comprehensive Methodology for the Research and Evaluation of Serious Games (2012)Towards a Comprehensive Metho…Simulating Nature (2012)Simulating NatureThe Magic Circle: Principles of Gaming & Simulation (2009)The Magic Circle: Principles …Policy Gaming for Strategy and Change (2007)Policy Gaming for Strategy an…Models, Representation, and Mediation (2005)Models, Representation, and M…How Models Are Used to Represent Reality (2004)How Models Are Used to Repres…Rules of Play: Game Design Fundamentals (2003)Rules of Play: Game Design Fu…Gaming and Simulation: Principles of a Science of Design (2003)Gaming and Simulation: Princi…Models as Mediators (1999)Models as MediatorsThe Validity of Games (1998)The Validity of GamesDilemmas in a general theory of planning (1973)Dilemmas in a general theory …Investigating immersion and migration decisions for agent-based modelling: A cautionary tale (2024)Investigating immersion and m…The Aim and Structure of Physical Theory (1954)The Scientific Image. (1982)How the Laws of Physics Lie (1983)An Engine, Not a Camera (2006)Scientific Representation (2008)Homo Ludens: A Study of the Play-Element in Culture. (1951)The fifth discipline, the art and practice of the learning organization (1991)The Theory of Economic Development (2003)Exploring the Potential Impact of Serious Games on Social Learning and Stakeholder Collaborations for Transboundary Watershed Management of the St. Lawrence River Basin (2016)A review of water-related serious games to specify use in environmental Multi-Criteria Decision Analysis (2018)An overview of serious games for disaster risk management – Prospects and limitations for informing actions to arrest increasing risk (2018)Construct validity in psychological tests. (1955)Epistemological and methodological bases of naturalistic inquiry (1982)Problems of Reliability and Validity in Ethnographic Research (1982)The Design and Evolution of a Simulation/Game for Teaching Information Systems Development (2000)KM QUEST: A collaborative Internet-based simulation game (2003)A Scientific Foundation of Simulation Games for the Analysis and Design of Complex Systems (2018)Models and Analogies in Science (1965)Explaining Science (1988)Image and logic: a material culture of microphysics (1998)Scientific understanding: philosophical perspectives (2010)Modelling and representing: An artefactual approach to model-based representation (2011)‘Models of’ versus ‘Models for’ (2017)The Scientific Image (1980)Representing and Intervening (1983)The Cultural Origins of Human Cognition (2000)An Inferential Conception of Scientific Representation (2004)The New Mechanical Philosophy (2017)The Curious Construct of Active Learning (2021)The social psychology of organizing (1969)Educating the reflective practitioner (1987)Situated Cognition and the Culture of Learning (1989)O Uso de Jogos de Empresas em Diferentes Níveis Educacionais: Integração, Prática e Pesquisa Envolvendo Estudantes de Graduação e Pós-Graduação em Administração (2019)The Gamification of Learning: a Meta-analysis (2019)Game principle: enhancing learner engagement with gamification to improve learning outcomes (2023)What is coefficient alpha? An examination of theory and applications. (1993)From game design elements to gamefulness (2011)Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Gamification in the classroom: Examining the impact of gamified quizzes on student learning (2019)The effect of challenge-based gamification on learning: An experiment in the context of statistics education (2020)Foundations of Game-Based Learning (2015)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)An Integrative Framework for Collaborative Governance (2011)Smart cities of the future (2012)Automating Inequality: How High-Tech Tools Profile, Police, and Punish the Poor (2018)Digital simulation‐based training: A meta‐analysis (2014)In Defence of a Magic Circle: The Social, Mental and Cultural Boundaries of Play (2014)Computer Games and Organization Studies (2016)
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References

  • 1973Dilemmas in a general theory of planning16,531 cited
  • 2003Rules of Play: Game Design Fundamentals5,481 cited
  • 1999Models as Mediators1,273 cited
  • 2004How Models Are Used to Represent Reality807 cited
  • 2018Gamification Science, Its History and Future: Definitions and a Research Agenda387 cited
  • 2005Models, Representation, and Mediation217 cited
  • 2009The Magic Circle: Principles of Gaming & Simulation198 cited
  • 1998The Validity of Games136 cited
  • 2007Policy Gaming for Strategy and Change131 cited
  • 2018On the Architecture of Game Science98 cited
  • 2012Towards a Comprehensive Methodology for the Research and Evaluation of Serious Games87 cited
  • 2003Gaming and Simulation: Principles of a Science of Design76 cited
  • 2012Simulating Nature46 cited
  • 2017Gaming Methods in Engineering Systems Research41 cited
  • 2015The Power of Sponges38 cited
  • 2018Interdisciplinary Approach to Complexity in Simulation Game Design and Implementation28 cited

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  • 2024Investigating immersion and migration decisions for agent-based modelling: A cautionary tale0 cited