SZodixStudyAcademic Library
ShelvesOpen access
Study · an open academic library·Metadata from OpenAlex (CC0)·Shelves·OpenAlex metadata, de-duplicated
Validity Threats in Quantitative Data Collection With Games: A Narrative Survey
16 references·0 citing·47 second hop
Validity Threats in Quantitative Data Collection With Games: A Narrative Survey (2018)Validity Threats in Quantitative Data Col…A manifesto for reproducible science (2017)A manifesto for reproducible …Gamification for health and wellbeing: A systematic review of the literature (2016)Gamification for health and w…Understanding Reliability and Validity in Qualitative Research (2015)Understanding Reliability and…The benefits of playing video games. (2013)The benefits of playing video…A meta-analysis of the cognitive and motivational effects of serious games. (2013)A meta-analysis of the cognit…A Motivational Model of Video Game Engagement (2010)A Motivational Model of Video…Persuasive Games (2007)Persuasive GamesDigital game-based learning: Towards an experiential gaming model (2005)Digital game-based learning: …A grounded investigation of game immersion (2004)A grounded investigation of g…Rules of Play: Game Design Fundamentals (2003)Rules of Play: Game Design Fu…Verification Strategies for Establishing Reliability and Validity in Qualitative Research (2002)Verification Strategies for E…Effects of Violent Video Games on Aggressive Behavior, Aggressive Cognition, Aggressive Affect, Physiological Arousal, and Prosocial Behavior: A Meta-Analytic Review of the Scientific Literature (2001)Effects of Violent Video Game…Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life. (2000)Video games and aggressive th…The Effects of Financial Incentives in Experiments: A Review and Capital-Labor-Production Framework \n (1999)The Effects of Financial Ince…Frame Analysis: An Essay on the Organization of Experience. (1975)Frame Analysis: An Essay on t…Bystander intervention in emergencies: Diffusion of responsibility. (1968)Bystander intervention in eme…Mind in Society: The Development of Higher Psychological Processes (1978)Social Learning Theory. (1978)The role of positive emotions in positive psychology: The broaden-and-build theory of positive emotions. (2001)A Large-Scale Test of the Goldilocks Hypothesis (2017)Meta-analysis of action video game impact on perceptual, attentional, and cognitive skills. (2017)Problematic online gaming and the COVID-19 pandemic (2020)Naturalistic inquiry (1985)Qualitative evaluation and research methods (1990)Basics of Qualitative Research: Grounded Theory Procedures and Techniques. (1992)Qualitative Rigor or Research Validity in Qualitative Research (2011)Defining digital transformation: Results from expert interviews (2019)Nitel Araştırma Süreci: Nitel Bir Araştırma Nasıl Yapılır? (2019)Statistical Methods for Meta-Analysis (1988)Digital Games, Design, and Learning (2015)Handbook of Self-Regulation of Learning and Performance (2017)The Gamification of Learning: a Meta-analysis (2019)Introduction to Meta‐Analysis (2021)Aggression: A Social Learning Analysis (1973)A review and reformulation of social information-processing mechanisms in children's social adjustment. (1994)The Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)Development and Validation of a Game Addiction Scale for Adolescents (2009)Violent video game effects on aggression, empathy, and prosocial behavior in Eastern and Western countries: A meta-analytic review. (2010)Qualitative inquiry and research design: choosing among five traditions. (1998)Naturalistic inquiry and the saturation concept: a research note (2008)Fourth Generation Evaluation (2014)Qualitative Content Analysis (2014)Critical Analysis of Strategies for Determining Rigor in Qualitative Inquiry (2015)The Aggression Questionnaire. (1992)The Demographics, Motivations, and Derived Experiences of Users of Massively Multi-User Online Graphical Environments (2006)Social Interactions in Massively Multiplayer Online Role-Playing Gamers (2007)Pathological Video Game Use Among Youths: A Two-Year Longitudinal Study (2011)Social Learning and Imitation (1944)The psychology of social impact. (1981)Automaticity of social behavior: Direct effects of trait construct and stereotype activation on action. (1996)Prosocial Behavior: Multilevel Perspectives (2004)The PRISMA Statement for Reporting Systematic Reviews and Meta-Analyses of Studies That Evaluate Health Care Interventions: Explanation and Elaboration (2009)CONSORT 2010 Statement: updated guidelines for reporting parallel group randomised trials (2010)Preferred reporting items for systematic review and meta-analysis protocols (PRISMA-P) 2015: elaboration and explanation (2015)Bioconda: sustainable and comprehensive software distribution for the life sciences (2018)The preregistration revolution (2018)Sustainable data analysis with Snakemake (2021)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)What Is Agency? (1998)Framing, Agenda Setting, and Priming: The Evolution of Three Media Effects Models (2006)Beyond Markets and States: Polycentric Governance of Complex Economic Systems (2010)
this work references cited by second hop

References

  • 1975Frame Analysis: An Essay on the Organization of Experience.11,892 cited
  • 2003Rules of Play: Game Design Fundamentals5,481 cited
  • 2015Understanding Reliability and Validity in Qualitative Research5,158 cited
  • 2002Verification Strategies for Establishing Reliability and Validity in Qualitative Research4,973 cited
  • 2017A manifesto for reproducible science3,368 cited
  • 1968Bystander intervention in emergencies: Diffusion of responsibility.3,087 cited
  • 2013The benefits of playing video games.2,456 cited
  • 2001Effects of Violent Video Games on Aggressive Behavior, Aggressive Cognition, Aggressive Affect, Physiological Arousal, and Prosocial Behavior: A Meta-Analytic Review of the Scientific Literature2,218 cited
  • 2013A meta-analysis of the cognitive and motivational effects of serious games.1,857 cited
  • 2000Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life.1,779 cited
  • 2007Persuasive Games1,528 cited
  • 2005Digital game-based learning: Towards an experiential gaming model1,456 cited
  • 1999The Effects of Financial Incentives in Experiments: A Review and Capital-Labor-Production Framework \n1,428 cited
  • 2010A Motivational Model of Video Game Engagement1,419 cited

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

2016
Gamification for health and wellbeing: A systematic review of the literature
1,233 cited
  • 2004A grounded investigation of game immersion1,193 cited
  • Cited by

    No citing works inside the corpus for this window.