SZodixStudyAcademic Library
ShelvesOpen access
Study · an open academic library·Metadata from OpenAlex (CC0)·Shelves·OpenAlex metadata, de-duplicated
Serious board games: modding existing games for collaborative ideation processes
16 references·2 citing·35 second hop
Serious board games: modding existing games for collaborative ideation processes (2021)Serious board games: modding existing gam…Planning with Complexity (2018)Planning with ComplexitySerious Games (2016)Serious GamesConstructing grounded theory (2014)Constructing grounded theoryThe research and evaluation of serious games: Toward a comprehensive methodology (2013)The research and evaluation o…Hard evidence on soft skills (2012)Hard evidence on soft skillsSerious Games, Debriefing, and Simulation/Gaming as a Discipline (2010)Serious Games, Debriefing, an…The importance of soft skills: education beyond academic knowledge (2008)The importance of soft skills…Game Design Workshop (2008)Game Design WorkshopChallenges for Game Designers (2008)Challenges for Game DesignersCollaborative games: Lessons learned from board games (2006)Collaborative games: Lessons …Serious Games: Games That Educate, Train, and Inform (2005)Serious Games: Games That Edu…Rules of Play: Game Design Fundamentals (2003)Rules of Play: Game Design Fu…Consensus Building and Complex Adaptive Systems (1999)Consensus Building and Comple…Leadership for the common good: tackling public problems in a shared-power world (1993)Leadership for the common goo…Debriefing: Toward a Systematic Assessment of Theory and Practice (1992)Debriefing: Toward a Systemat…Discursive Democracy (1990)Discursive DemocracySerious Games and Soft Skills in Higher Education: A Case Study of the Design of Compete! (2023)Serious Games and Soft Skills…Development of Aqidah Akhlak Learning Media "Board Game Based on Education Fun on the Theme of Commendable Morals (E-Fun A2M)" for High School Students (2023)Development of Aqidah Akhlak …Governing the Commons (1990)The fifth discipline, the art and practice of the learning organization (1991)Governing the Commons: The Evolution of Institutions for Collective Action (1992)The Design and Implementation of Cross‐Sector Collaborations: Propositions from the Literature (2006)Collaborative Governance in Theory and Practice (2007)An Integrative Framework for Collaborative Governance (2011)Society and the Adolescent Self-Image (1965)Generalized expectancies for internal versus external control of reinforcement. (1966)The Impact of Enhancing Students’ Social and Emotional Learning: A Meta-Analysis of School-Based Universal Interventions (2011)Understanding the Mechanisms Through Which an Influential Early Childhood Program Boosted Adult Outcomes (2013)The Economics of Human Development and Social Mobility (2014)Early Social-Emotional Functioning and Public Health: The Relationship Between Kindergarten Social Competence and Future Wellness (2015)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)Planning Theory's Emerging Paradigm: Communicative Action and Interactive Practice (1995)The politics of crisis management : public leadership under pressure (2005)The Oxford Handbook of Inter-Organizational Relations (2008)Designing, planning, and managing resilient cities: A conceptual framework (2013)Designing and Implementing Cross‐Sector Collaborations: Needed and Challenging (2015)Equity Impacts of Urban Land Use Planning for Climate Adaptation (2016)Serious Games : An Overview (2007)Developing a Theory of Gamified Learning (2014)A systematic review of gamification in e-Health (2017)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)Qualitative Research Designs (2007)Saturation in qualitative research: exploring its conceptualization and operationalization (2017)Can I use TA? Should I use TA? Should I not use TA? Comparing reflexive thematic analysis and other pattern‐based qualitative analytic approaches (2020)Deliberative Policy Analysis (2003)“Opening Up” and “Closing Down” (2007)Defining Game Mechanics (2008)From game design elements to gamefulness (2011)Gamification Science, Its History and Future: Definitions and a Research Agenda (2018)
this work references cited by second hop

References

  • 2014Constructing grounded theory15,747 cited
  • 2003Rules of Play: Game Design Fundamentals5,481 cited
  • 2005Serious Games: Games That Educate, Train, and Inform2,069 cited
  • 2012Hard evidence on soft skills1,987 cited
  • 1999Consensus Building and Complex Adaptive Systems1,305 cited
  • 1990Discursive Democracy1,193 cited
  • 2008Game Design Workshop1,098 cited
  • 2018Planning with Complexity865 cited
  • 1993Leadership for the common good: tackling public problems in a shared-power world838 cited
  • 2010Serious Games, Debriefing, and Simulation/Gaming as a Discipline708 cited
  • 2008The importance of soft skills: education beyond academic knowledge433 cited
  • 1992Debriefing: Toward a Systematic Assessment of Theory and Practice419 cited
  • 2006Collaborative games: Lessons learned from board games380 cited
  • 2016Serious Games327 cited
  • 2013The research and evaluation of serious games: Toward a comprehensive methodology309 cited
  • 2008Challenges for Game Designers218 cited

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

Cited by

  • 2023Development of Aqidah Akhlak Learning Media "Board Game Based on Education Fun on the Theme of Commendable Morals (E-Fun A2M)" for High School Students38 cited
  • 2023Serious Games and Soft Skills in Higher Education: A Case Study of the Design of Compete!34 cited