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A serious game to improve engagement with web accessibility guidelines
15 references·16 citing·37 second hop
A serious game to improve engagement with web accessibility guidelines (2020)A serious game to improve engagement with…A meta-analysis with examination of moderators of student cognition, affect, and learning outcomes while using serious educational games, serious games, and simulations (2017)A meta-analysis with examinat…Gamification User Types Hexad Scale (2016)Gamification User Types Hexad…The Lens of Intrinsic Skill Atoms: A Method for Gameful Design (2015)The Lens of Intrinsic Skill A…Gamifying learning experiences: Practical implications and outcomes (2013)Gamifying learning experience…A heuristic checklist for an accessible smartphone interface design (2013)A heuristic checklist for an …Story Immersion of Videogames for Youth Health Promotion: A Review of Literature (2012)Story Immersion of Videogames…A systematic literature review of empirical evidence on computer games and serious games (2012)A systematic literature revie…Serious Games, Debriefing, and Simulation/Gaming as a Discipline (2010)Serious Games, Debriefing, an…The Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)The Motivational Pull of Vide…Motivations for Play in Online Games (2006)Motivations for Play in Onlin…Serious Games: Games That Educate, Train, and Inform (2005)Serious Games: Games That Edu…Improving web accessibility: a study of webmaster perceptions (2003)Improving web accessibility: …A meta-analytic review of experiments examining the effects of extrinsic rewards on intrinsic motivation. (1999)A meta-analytic review of exp…The Grasshopper: Games, Life and Utopia (1978)The Grasshopper: Games, Life …Experimental and Quasi-Experimental Designs for Research (1963)Experimental and Quasi-Experi…Opening Digital Doors: Early Lessons in Software Accessibility for K-8 Students (2025)Opening Digital Doors: Early …Flower in the Mirror, Moon on the Water: Bridging Perspectives on Alternative Text and Recommendations for Practice (2025)Flower in the Mirror, Moon on…Digital inclusion in Central Asia: a longitudinal study of web accessibility across key sectors (2025)Digital inclusion in Central …Accessibility Education for Software Engineers: Evaluating the Impact of Game-Based Learning (2025)Accessibility Education for S…Web accessibility barriers and their cross-disability impact in eSystems: A scoping review (2024)Web accessibility barriers an…Understanding developer challenges and trends in web accessibility: a stack overflow analysis (2024)Understanding developer chall…Motivated by Inclusion: Understanding Students' Empathy and Motivation to Design Accessibly Across a Spectrum of Disabilities (2024)Motivated by Inclusion: Under…Exploring global trade show website content accessibility and policies worldwide for social inclusion of persons with disabilities (2024)Exploring global trade show w…Who Wins? A Comparison of Accessibility Simulation Games vs. Classroom Modules (2023)Who Wins? A Comparison of Acc…Serious Games Accessibility Design Model for Low-Vision Children (2023)Serious Games Accessibility D…A Systematic Review of the Promotion of Accessible Software Development (2022)A Systematic Review of the Pr…Adaptive gamification in E‐learning: A literature review and future challenges (2021)Adaptive gamification in E‐le…“Honestly I Never Really Thought About Adding a Description”: Why Highly Engaged Tweets Are Inaccessible (2021)“Honestly I Never Really Thou…Web-Based Serious Games and Accessibility: A Systematic Literature Review (2020)Web-Based Serious Games and A…Combined Method for Evaluating Accessibility in Serious Games (2020)Combined Method for Evaluatin…A Heuristic Method for Evaluating Accessibility in Web-Based Serious Games for Users with Low Vision (2020)A Heuristic Method for Evalua…The Psychology of Interpersonal Relations. (1958)A Coefficient of Agreement for Nominal Scales (1960)Intrinsic Motivation and Self-Determination in Human Behavior (1988)The Power of Feedback (2007)Intrinsic Motivation and Self-Determination in Human Behavior (1985)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)A Motivational Model of Video Game Engagement (2010)The benefits of playing video games. (2013)Integrating psychological and neurobiological considerations regarding the development and maintenance of specific Internet-use disorders: An Interaction of Person-Affect-Cognition-Execution (I-PACE) model (2016)Internet Addiction: The Emergence of a New Clinical Disorder (1998)A conceptual and methodological critique of internet addiction research: Towards a model of compensatory internet use (2013)Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)From game design elements to gamefulness (2011)Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning (2015)The Rise of Motivational Information Systems: A Review of Gamification Research (2017)Games, Motivation, and Learning: A Research and Practice Model (2002)Why do people play on-line games? An extended TAM with social influences and flow experience (2003)Enjoyment: At the Heart of Media Entertainment (2004)Handbook of Self-Regulation of Learning and Performance (2017)Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions (2000)The maturing of gamification research (2017)Towards Personality-driven Persuasive Health Games and Gamified Systems (2017)Tailored gamification: A review of literature (2020)Toward an understanding of flow in video games (2008)Gamification of health professions education: a systematic review (2020)Serious Games : An Overview (2007)Developing a Theory of Gamified Learning (2014)A systematic review of gamification in e-Health (2017)Determining Validity in Qualitative Inquiry (2000)Mixed Methods Research: A Research Paradigm Whose Time Has Come (2004)A meta-analytic test of intergroup contact theory. (2006)Climate change games as tools for education and engagement (2015)An overview of serious games for disaster risk management – Prospects and limitations for informing actions to arrest increasing risk (2018)Facilitating sustainability transition through serious games: A systematic literature review (2018)
this work references cited by second hop

References

  • 1963Experimental and Quasi-Experimental Designs for Research15,090 cited
  • 1999A meta-analytic review of experiments examining the effects of extrinsic rewards on intrinsic motivation.7,172 cited
  • 2006The Motivational Pull of Video Games: A Self-Determination Theory Approach3,328 cited
  • 2006Motivations for Play in Online Games2,933 cited
  • 2012A systematic literature review of empirical evidence on computer games and serious games2,890 cited
  • 2005Serious Games: Games That Educate, Train, and Inform2,069 cited
  • 2013Gamifying learning experiences: Practical implications and outcomes2,013 cited
  • 1978The Grasshopper: Games, Life and Utopia1,146 cited
  • 2010Serious Games, Debriefing, and Simulation/Gaming as a Discipline708 cited
  • 2016Gamification User Types Hexad Scale590 cited
  • 2015The Lens of Intrinsic Skill Atoms: A Method for Gameful Design515 cited
  • 2017A meta-analysis with examination of moderators of student cognition, affect, and learning outcomes while using serious educational games, serious games, and simulations352 cited
  • 2003Improving web accessibility: a study of webmaster perceptions326 cited
  • 2012Story Immersion of Videogames for Youth Health Promotion: A Review of Literature161 cited

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2013
A heuristic checklist for an accessible smartphone interface design
88 cited

Cited by

  • 2021Adaptive gamification in E‐learning: A literature review and future challenges173 cited
  • 2020Combined Method for Evaluating Accessibility in Serious Games41 cited
  • 2020Web-Based Serious Games and Accessibility: A Systematic Literature Review38 cited
  • 2024Web accessibility barriers and their cross-disability impact in eSystems: A scoping review34 cited
  • 2023Who Wins? A Comparison of Accessibility Simulation Games vs. Classroom Modules22 cited
  • 2024Understanding developer challenges and trends in web accessibility: a stack overflow analysis19 cited
  • 2024Motivated by Inclusion: Understanding Students' Empathy and Motivation to Design Accessibly Across a Spectrum of Disabilities14 cited
  • 2020A Heuristic Method for Evaluating Accessibility in Web-Based Serious Games for Users with Low Vision11 cited
  • 2021“Honestly I Never Really Thought About Adding a Description”: Why Highly Engaged Tweets Are Inaccessible9 cited
  • 2023Serious Games Accessibility Design Model for Low-Vision Children8 cited
  • 2024Exploring global trade show website content accessibility and policies worldwide for social inclusion of persons with disabilities7 cited
  • 2025Accessibility Education for Software Engineers: Evaluating the Impact of Game-Based Learning4 cited
  • 2025Opening Digital Doors: Early Lessons in Software Accessibility for K-8 Students3 cited
  • 2025Flower in the Mirror, Moon on the Water: Bridging Perspectives on Alternative Text and Recommendations for Practice2 cited
  • 2025Digital inclusion in Central Asia: a longitudinal study of web accessibility across key sectors1 cited
  • 2022A Systematic Review of the Promotion of Accessible Software Development1 cited