SZodixStudyAcademic Library
ShelvesOpen access
Study · an open academic library·Metadata from OpenAlex (CC0)·Shelves·OpenAlex metadata, de-duplicated
Participatory game prototyping – balancing domain content and playability in a serious game design for the energy transition
16 references·2 citing·46 second hop
Participatory game prototyping – balancing domain content and playability in a serious game design for the energy transition (2018)Participatory game prototyping – balancin…All Work and No Play? Facilitating Serious Games and Gamified Applications in Participatory Urban Planning and Governance (2018)All Work and No Play? Facilit…Serious Games: Foundations, Concepts and Practice (2016)Serious Games: Foundations, C…Design games in codesign: as a tool, a mindset and a structure (2014)Design games in codesign: as …Bridging serious games and participatory design (2014)Bridging serious games and pa…Designing gamification (2013)Designing gamificationGame Mechanics: Advanced Game Design (2012)Game Mechanics: Advanced Game…Storytelling Group – a co-design method for service design (2011)Storytelling Group – a co-des…Good Neighbours, Public Relations and Bribes: The Politics and Perceptions of Community Benefit Provision in Renewable Energy Development in the UK (2010)Good Neighbours, Public Relat…The Future is Now (2009)The Future is NowThe Design, Play, and Experience Framework (2009)The Design, Play, and Experie…Social acceptance of renewable energy innovation: An introduction to the concept (2007)Social acceptance of renewabl…Technical Communication (2006)Technical CommunicationPublic Participation in Planning: an intellectual history (2005)Public Participation in Plann…Making Plans that Matter: Citizen Involvement and Government Action (2003)Making Plans that Matter: Cit…The Oxford history of board games (1999)The Oxford history of board g…Homo Ludens: A Study of the Play-Element in Culture. (1951)Homo Ludens: A Study of the P…From eye-tracking to games: exploring low-tech solutions for sustainable cultural landscape management (2025)From eye-tracking to games: e…Policy Puzzle Game: making policy ideas feasible and acceptable in policy co-design (2021)Policy Puzzle Game: making po…WHY COMPANIES GO GREEN: A MODEL OF ECOLOGICAL RESPONSIVENESS. (2000)Does community ownership affect public attitudes to wind energy? A case study from south-west Scotland (2009)Psychological factors influencing sustainable energy technology acceptance: A review-based comprehensive framework (2011)The research agenda on social acceptance of distributed generation in smart grids: Renewable as common pool resources (2011)Diffusion of Innovations (2012)Diffusion of Innovations 1 (2019)A Ladder Of Citizen Participation (1969)The reflective practitioner: How professionals think in action (1984)The Reflective Practitioner: How Professionals Think in Action (1985)What to do when Stakeholders matter (2004)Examining the Relationship Between Physical Vulnerability and Public Perceptions of Global Climate Change in the United States (2007)Personal Efficacy, the Information Environment, and Attitudes Toward Global Warming and Climate Change in the United States (2008)The Cost of Price Incentives: An Empirical Analysis of Motivation Crowding-Out (1997)Wind power and the NIMBY-myth: institutional capacity and the limited significance of public support (2000)Community perspectives of wind energy in Australia: The application of a justice and community fairness framework to increase social acceptance (2007)Public engagement with large‐scale renewable energy technologies: breaking the cycle of NIMBYism (2010)Wind farms in rural areas: How far do community benefits from wind farms represent a local economic development opportunity? (2010)Community benefits, framing and the social acceptance of offshore wind farms: An experimental study in England (2014)Sincerity and Authenticity (1972)Leviathan and the Air-Pump: Hobbes, Boyle, and the Experimental Life (1987)How We Became Posthuman (1999)The New Narrative: Applying narratology to the shaping of futures outputs (2015)Making Design Memoirs: Understanding and Honoring Difficult Experiences (2020)Public understanding of artificial intelligence through entertainment media (2022)The Science of "Muddling Through" (1959)Risk Society, Towards a New Modernity (1994)Citizen Participation, Open Innovation, and Crowdsourcing (2012)Procedural justice in Canadian wind energy development: A comparison of community-based and technocratic siting processes (2017)Co-Creation Dynamics in Urban Living Labs (2018)Taxonomy of Educational Objectives: The Classification of Educational Goals, Handbook I: Cognitive Domain (1956)Technological Pedagogical Content Knowledge: A Framework for Teacher Knowledge (2006)Teachers and game-based learning: Improving understanding of how to increase efficacy of adoption (2010)Purposeful by design? (2012)Democracy and Education (2015)Towards computer game studies (2001)The Game Definition Game (2016)Against Meritocracy (2017)Identity and agency in cultural worlds (1999)Games, Motivation, and Learning: A Research and Practice Model (2002)Gamification in theory and action: A survey (2014)Development of a Novel Measure of Situation Awareness: The Case for Eye Movement Analysis (2010)Toward an Accessible Pedagogy: Dis/ability, Multimodality, and Universal Design in the Technical Communication Classroom (2010)Race, Rhetoric, and Technology (2012)Gamification Patterns for Gamification Applications (2014)Informal STEM Learning in Game Jams, Hackathons and Game Creation Events (2016)Gaming for the energy transition. Experimenting and learning in co-designing a serious game prototype (2017)
this work references cited by second hop

References

  • 1951Homo Ludens: A Study of the Play-Element in Culture.6,561 cited
  • 2007Social acceptance of renewable energy innovation: An introduction to the concept3,013 cited
  • 2003Making Plans that Matter: Citizen Involvement and Government Action632 cited
  • 2009The Future is Now380 cited
  • 2005Public Participation in Planning: an intellectual history347 cited
  • 2009The Design, Play, and Experience Framework320 cited
  • 2012Game Mechanics: Advanced Game Design265 cited
  • 2010Good Neighbours, Public Relations and Bribes: The Politics and Perceptions of Community Benefit Provision in Renewable Energy Development in the UK245 cited
  • 1999The Oxford history of board games220 cited
  • 2006Technical Communication208 cited
  • 2013Designing gamification192 cited
  • 2014Bridging serious games and participatory design178 cited
  • 2011Storytelling Group – a co-design method for service design153 cited
  • 2014Design games in codesign: as a tool, a mindset and a structure150 cited
  • 2018All Work and No Play? Facilitating Serious Games and Gamified Applications in Participatory Urban Planning and Governance138 cited

Only edges whose both ends are imported exist here. Widen the year window, or show the whole map. Back to the work

2016
Serious Games: Foundations, Concepts and Practice
122 cited

Cited by

  • 2021Policy Puzzle Game: making policy ideas feasible and acceptable in policy co-design13 cited
  • 2025From eye-tracking to games: exploring low-tech solutions for sustainable cultural landscape management4 cited