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Towards Citizen-Powered Cyberworlds for Environmental Monitoring
5 references·0 citing·17 second hop
Towards Citizen-Powered Cyberworlds for Environmental Monitoring (2018)Towards Citizen-Powered Cyberworlds for E…Serious Games (2016)Serious GamesActionable Gamification: Beyond Points, Badges, and Leaderboards (2015)Actionable Gamification: Beyo…The 1% Rule in Four Digital Health Social Networks: An Observational Study (2014)The 1% Rule in Four Digital H…The Art of Game Design (2008)The Art of Game DesignGame Design Workshop (2008)Game Design WorkshopNetwork Externalities, Competition, and Compatibility (1985)Health Behavior and Health Education: Theory, Research, and Practice (1992)The Sources and Consequences of Embeddedness for the Economic Performance of Organizations: The Network Effect (1996)Understanding lurkers in online communities: A literature review (2014)Online Influence? Social Media Use, Opinion Leadership, and Political Persuasion (2015)The REporting of Studies Conducted Using Observational Routinely-Collected Health Data (RECORD) Statement: Methods for Arriving at Consensus and Developing Reporting Guidelines (2015)Gamification for Engaging Computer Science Students in Learning Activities: A Case Study (2014)The Lens of Intrinsic Skill Atoms: A Method for Gameful Design (2015)Serious games and the gamification of tourism (2016)Quality Criteria for Serious Games: Serious Part, Game Part, and Balance (2020)Serious board games: modding existing games for collaborative ideation processes (2021)Serious Games as a Complementary Tool for Social Skill Development in Young People: A Systematic Review of the Literature (2021)From game design elements to gamefulness (2011)Gameplay Engagement and Learning in Game-Based Learning (2015)Gamification: a systematic review of design frameworks (2017)Between Level Up and Game Over: A Systematic Literature Review of Gamification in Education (2021)Gamification of e-learning in higher education: a systematic literature review (2023)
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References

  • 2008The Art of Game Design1,919 cited
  • 2008Game Design Workshop1,126 cited
  • 2015Actionable Gamification: Beyond Points, Badges, and Leaderboards784 cited
  • 2014The 1% Rule in Four Digital Health Social Networks: An Observational Study367 cited
  • 2016Serious Games327 cited

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