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Can serious games help to mitigate climate change? Exploring their influence on Spanish and American teenagers’ attitudes / ¿Pueden los serious games ayudar a mitigar el cambio climático? Una exploración de su influencia sobre las actitudes de los adolescentes españoles y estadounidenses
16 references·3 citing·54 second hop
Can serious games help to mitigate climate change? Exploring their influence on Spanish and American teenagers’ attitudes / ¿Pueden los serious games ayudar a mitigar el cambio climático? Una exploración de su influencia sobre las actitudes de los adolescentes españoles y estadounidenses (2018)Can serious games help to mitigate climat…Climate change games as tools for education and engagement (2015)Climate change games as tools…Assessing the effectiveness of digital game-based learning: Best practices (2015)Assessing the effectiveness o…Edutainment for Sustainable Development (2014)Edutainment for Sustainable D…The research and evaluation of serious games: Toward a comprehensive methodology (2013)The research and evaluation o…Serious Sustainability Challenge Game to Promote Teaching and Learning of Building Sustainability (2013)Serious Sustainability Challe…Increasing Energy Efficiency With Entertainment Media (2013)Increasing Energy Efficiency …Climate Change Gaming on Board and Screen (2013)Climate Change Gaming on Boar…Is climate change an ethical issue? Examining young adults’ beliefs about climate and morality (2012)Is climate change an ethical …Development and validation of the ACSI: measuring students’ science attitudes, pro-environmental behaviour, climate change attitudes and knowledge (2012)Development and validation of…Reframing climate change as a public health issue: an exploratory study of public reactions (2010)Reframing climate change as a…Societal impact of a serious game on raising public awareness (2009)Societal impact of a serious …Communicating climate change: history, challenges, process and future directions (2009)Communicating climate change:…Educating the Net Generation (2005)Educating the Net GenerationWhat video games have to teach us about learning and literacy (2003)What video games have to teac…Digital Natives, Digital Immigrants Part 1 (2001)Digital Natives, Digital Immi…From Intentions to Actions: A Theory of Planned Behavior (1985)From Intentions to Actions: A…Designing and evaluating Reto Global, a serious video game for supporting global warming awareness (2023)Designing and evaluating Reto…Improving Environmental Outcomes With Games: An Exploration of Behavioural and Technological Design and Evaluation Approaches (2022)Improving Environmental Outco…Facilitating Multi-Stakeholder Dialogue and Collaboration in the Energy Transition of Municipalities through Serious Gaming (2021)Facilitating Multi-Stakeholde…Generations: The History of America's Future, 1584 to 2069 (1991)Growing Up Digital: The Rise of the Net Generation (1997)Digital Natives, Digital Immigrants Part 2: Do They Really Think Differently? 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(1977)The theory of planned behavior (1991)Understanding Information Technology Usage: A Test of Competing Models (1995)Efficacy of the Theory of Planned Behaviour: A meta‐analytic review (2001)The Practice of Social Research (1989)Flow: the psychology of optimal experience (1990)Psychological Safety and Learning Behavior in Work Teams (1999)A Brief History of Serious Games (2016)Role-play simulations for climate change adaptation education and engagement (2016)Simulations in Entrepreneurship Education: Serious Games and Learning Through Play (2018)Rules of Play: Game Design Fundamentals (2003)What Video Games Have to Teach Us about Learning and Literacy (2004)The Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)Designing Engaging Games for Education: A Systematic Literature Review on Game Motivators and Design Principles (2020)Examining Board Gameplay and Learning: A Multidisciplinary Review of Recent Research (2020)Digital game-based learning (2003)Digital Natives, Digital Immigrants (2013)Covid-19 pandemic and online learning: the challenges and opportunities (2020)Communication and Persuasion (1986)Book Review: The Psychology of Attitudes (1997)A systematic review of climate change education: giving children and young people a ‘voice’ and a ‘hand’ in redressing climate change (2019)How many young generations are there? – A typology of teenagers’ climate change awareness in Germany and Austria (2019)Youth perceptions of climate change: A narrative synthesis (2020)Judgment under Uncertainty (1982)Birds of a Feather: Homophily in Social Networks (2001)Public understanding of climate change in the United States. (2011)The role of social and decision sciences in communicating uncertain climate risks (2011)Media attention for climate change around the world: A comparative analysis of newspaper coverage in 27 countries (2013)Democracy and Education (2015)Content Analysis: An Introduction to its Methodology. (1984)Answering the Call for a Standard Reliability Measure for Coding Data (2007)Climate Change 2007: Impacts, Adaptation and Vulnerability. Contribution of Working Group II to the Fourth Assessment Report of the Intergovernmental Panel on Climate Change (2008)Boomerang Effects in Science Communication (2011)Identifying Like-Minded Audiences for Global Warming Public Engagement Campaigns: An Audience Segmentation Analysis and Tool Development (2011)Co-benefits of addressing climate change can motivate action around the world (2015)THE DISCOVERY OF GROUNDED THEORY: STRATEGIES FOR QUALITATIVE RESEARCH. By Barney G. Glaser and Anselm L. Strauss. Chicago: Aldine Publishing Company, 1967. 271 pp. $6.75 (1968)Basics of Qualitative Research: Grounded Theory Procedures and Techniques. (1992)Basics of qualitative research : techniques and procedures for developing grounded theory (1998)How games for computing education are evaluated? A systematic literature review (2017)The effects of competition in digital game-based learning (DGBL): a meta-analysis (2020)Gamification for educational purposes: What are the factors contributing to varied effectiveness? (2021)Situated Cognition and the Culture of Learning (1989)Situated Learning (1991)A Pedagogy of Multiliteracies: Designing Social Futures (1996)Gamifying learning experiences: Practical implications and outcomes (2013)Foundations of Game-Based Learning (2015)
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References

  • 1985From Intentions to Actions: A Theory of Planned Behavior19,321 cited
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  • 2003What video games have to teach us about learning and literacy5,898 cited
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  • 2010Reframing climate change as a public health issue: an exploratory study of public reactions454 cited
  • 2015Assessing the effectiveness of digital game-based learning: Best practices347 cited
  • 2013The research and evaluation of serious games: Toward a comprehensive methodology309 cited
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  • 2012Development and validation of the ACSI: measuring students’ science attitudes, pro-environmental behaviour, climate change attitudes and knowledge171 cited
  • 2013Climate Change Gaming on Board and Screen152 cited
  • 2012Is climate change an ethical issue? Examining young adults’ beliefs about climate and morality128 cited
  • 2014Edutainment for Sustainable Development112 cited
  • 2013Increasing Energy Efficiency With Entertainment Media101 cited
  • 2009Societal impact of a serious game on raising public awareness

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98 cited
  • 2013Serious Sustainability Challenge Game to Promote Teaching and Learning of Building Sustainability84 cited
  • Cited by

    • 2022Improving Environmental Outcomes With Games: An Exploration of Behavioural and Technological Design and Evaluation Approaches24 cited
    • 2023Designing and evaluating Reto Global, a serious video game for supporting global warming awareness24 cited
    • 2021Facilitating Multi-Stakeholder Dialogue and Collaboration in the Energy Transition of Municipalities through Serious Gaming21 cited