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Serious games design knowledge - Experiences from a decade (+) of serious games development
16 references·0 citing·37 second hop
Serious games design knowledge - Experiences from a decade (+) of serious games development (2021)Serious games design knowledge - Experien…Research Commentary: Setting a Definition, Context, and Theory-Based Research Agenda for the Gamification of Non-Gaming Applications (2018)Research Commentary: Setting …Positioning and Presenting Design Science Research for Maximum Impact1 (2013)Positioning and Presenting De…Information Systems Success: The Quest for the Independent Variables (2013)Information Systems Success: …Effects of Extrinsic and Intrinsic Motivators on Using Utilitarian, Hedonic, and Dual-Purposed Information Systems: A Meta-Analysis (2013)Effects of Extrinsic and Intr…Characteristics of games (2013)Characteristics of gamesThe art of game design: a book of lenses (2009)The art of game design: a boo…Serious games : mechanisms and effects (2009)Serious games : mechanisms an…The Art of Game Design (2008)The Art of Game DesignMeasuring and defining the experience of immersion in games (2008)Measuring and defining the ex…Design and Use of Serious Games (2008)Design and Use of Serious Gam…Fundamental Components of the Gameplay Experience: Analysing Immersion (2005)Fundamental Components of the…Towards a distinctive body of knowledge for Information Systems experts: coding ISD process knowledge in two IS journals (2004)Towards a distinctive body of…Design Science in Information Systems Research1 (2004)Design Science in Information…User Acceptance of Information Technology: Toward A Unified View1 (2003)User Acceptance of Informatio…Rules of Play: Game Design Fundamentals (2003)Rules of Play: Game Design Fu…The Art of Computer Game Design (1984)The Art of Computer Game Desi…Social Theory and Social Structure (1958)Building theories from case study research (2009)Toward Meaningful Engagement: A Framework for Design and Research of Gamified Information Systems1 (2017)Design Science Research Contributions: Finding a Balance between Artifact and Theory (2018)HTMT2–an improved criterion for assessing discriminant validity in structural equation modeling (2021)Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)Time Flies When You’re Having Fun: Cognitive Absorption and Beliefs About Information Technology Usage1 (2000)Engagement in digital entertainment games: A systematic review (2011)An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games (2015)Gameplay Engagement and Learning in Game-Based Learning (2015)Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)The theory of planned behavior (1991)Consumer Acceptance and Use of Information Technology: Extending the Unified Theory of Acceptance and Use of Technology1 (2012)A new criterion for assessing discriminant validity in variance-based structural equation modeling (2014)Older Adults' Reasons for Using Technology while Aging in Place (2015)Diffusion of Innovations 1 (2019)A Theoretical Extension of the Technology Acceptance Model: Four Longitudinal Field Studies (2000)Synthesizing information systems knowledge: A typology of literature reviews (2014)Examining the role of trust and quality dimensions in the actual usage of mobile banking services: An empirical investigation (2018)Algorithmic bias: review, synthesis, and future research directions (2021)Information Systems Success: The Quest for the Dependent Variable (1992)The Structure of Scientific Revolutions (1996)The DeLone and McLean Model of Information Systems Success: A Ten-Year Update (2003)The Anatomy of a Design Theory (2007)Bridging the Qualitative–Quantitative Divide: Guidelines for Conducting Mixed Methods Research in Information Systems1 (2013)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)The game, the player, the world: looking for a heart of gameness (2003)Unit Operations: An Approach to Videogame Criticism (2006)A theory of work gamification: Something old, something new, something borrowed, something cool? (2016)Studying student differentiation in gamified education: A long-term study (2016)Development and validation of the player experience inventory: A scale to measure player experiences at the level of functional and psychosocial consequences (2019)The benefits of playing video games. (2013)An Overview of Serious Games (2014)Mapping learning and game mechanics for serious games analysis (2014)
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References

  • 2003User Acceptance of Information Technology: Toward A Unified View144,945 cited
  • 2004Design Science in Information Systems Research110,671 cited
  • 2003Rules of Play: Game Design Fundamentals5,481 cited
  • 2013Positioning and Presenting Design Science Research for Maximum Impact13,052 cited
  • 2008Measuring and defining the experience of immersion in games2,018 cited
  • 2008The Art of Game Design1,906 cited
  • 1984The Art of Computer Game Design919 cited
  • 2009The art of game design: a book of lenses887 cited
  • 2013Information Systems Success: The Quest for the Independent Variables886 cited
  • 2009Serious games : mechanisms and effects837 cited
  • 2005Fundamental Components of the Gameplay Experience: Analysing Immersion810 cited
  • 2013Effects of Extrinsic and Intrinsic Motivators on Using Utilitarian, Hedonic, and Dual-Purposed Information Systems: A Meta-Analysis255 cited
  • 2013Characteristics of games151 cited
  • 2004Towards a distinctive body of knowledge for Information Systems experts: coding ISD process knowledge in two IS journals150 cited
  • 2018Research Commentary: Setting a Definition, Context, and Theory-Based Research Agenda for the Gamification of Non-Gaming Applications

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72 cited
  • 2008Design and Use of Serious Games62 cited
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