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The gaming landscape: a taxonomy for classifying games and simulations
7 references·8 citing·46 second hop
The gaming landscape: a taxonomy for classifying games and simulations (2003)The gaming landscape: a taxonomy for clas…An Anthropology of Knowledge (2002)An Anthropology of KnowledgeOn Two Metaphors for Learning and the Dangers of Choosing Just One (1998)On Two Metaphors for Learning…Abilities Are Forms of Developing Expertise (1998)Abilities Are Forms of Develo…On Claims That Answer the Wrong Questions (1997)On Claims That Answer the Wro…Apprenticeship in thinking: cognitive development in social context (1990)Apprenticeship in thinking: c…New rules of sociological method (1976)New rules of sociological met…Les jeux et les hommes (1960)Les jeux et les hommesDesign Patterns for Mobile Games Based on Structural Similarity (2023)Design Patterns for Mobile Ga…Investigating the Impact of Gaming Habits, Gender, and Age on the Effectiveness of an Educational Video Game: An Exploratory Study (2016)Investigating the Impact of G…Business Games for Leadership Development (2013)Business Games for Leadership…An approach for serious game development for cultural heritage (2013)An approach for serious game …Teachers’ Views on the Approach of Digital Games-Based Learning within the Curriculum for Excellence (2012)Teachers’ Views on the Approa…Conceptual modeling for simulation-based serious gaming (2012)Conceptual modeling for simul…Simulation as a tool for gaming and training in operations management—a case study (2009)Simulation as a tool for gami…Functional design of games to support natural resource management policy development (2007)Functional design of games to…Archaeology of Knowledge (1970)Outline of a Theory of Practice (1977)Laboratory Life: The Construction of Scientific Facts (1986)Audit culture and Illiberal governance (2008)Enactments of Expertise (2010)“Neoliberal Agency” (2011)Self-efficacy: Toward a unifying theory of behavioral change. (1977)Mind in Society: The Development of Higher Psychological Processes (1978)Intelligence as Developing Expertise (1999)Self-Efficacy: The Exercise of Control (1999)The Predictive Value of IQ (2001)The relationship between academic and practical intelligence: a case study in Kenya (2001)Systems Simulation: The Art and Science (1976)Serious Games, Debriefing, and Simulation/Gaming as a Discipline (2010)Simulation modeling for analysis (2010)Simulations of child sexual abuse interviews using avatars paired with feedback improves interview quality (2014)Can involving clients in simulation studies help them solve their future problems? A transfer of learning experiment (2015)Conceptual modelling for simulation: Progress and grand challenges (2019)Situated Cognition and the Culture of Learning (1989)Situated Learning (1991)Situated Learning: Legitimate Peripheral Participation. (1994)Aligning assessment with long‐term learning (2006)Perspectives into learning at the workplace (2008)Studies of expansive learning: Foundations, findings and future challenges (2010)Social Learning Theory. (1978)Towards a Methodology for Developing Evidence‐Informed Management Knowledge by Means of Systematic Review (2003)Leadership : Theory and Practice (2015)Los simuladores de empresa como instrumentos docentes: un análisis de su aplicación en el ámbito de la dirección de marketing (2015)Gamification, Serious Games and Personnel Selection (2017)The situativity of knowing, learning, and research. (1998)Communities of practice learning, meaning, and identity (1999)Learning identity: the joint emergence of social identification and academic learning (2007)Video as a tool for fostering productive discussions in mathematics professional development (2007)Coefficient Alpha and the Internal Structure of Tests (1951)What video games have to teach us about learning and literacy (2003)What Video Games Have to Teach Us about Learning and Literacy (2004)Patterns of Engagement in an Educational Massively Multiplayer Online Game: A Multidimensional View (2020)Teaching Cultural Heritage through a Narrative-based Game (2020)Identity and agency in cultural worlds (1999)Culture and systems of thought: Holistic versus analytic cognition. (2001)Playing Symbolically with Death in Extreme Sports (2000)Videogames of the oppressed :videogames as a means for critical thinking and debate (2001)Unit Operations: An Approach to Videogame Criticism (2006)Information Technology and the Structuring of Organizations (1991)Perspective Making and Perspective Taking in Communities of Knowing (1995)Structure, Agency and the Internal Conversation (2003)
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References

  • 1990Apprenticeship in thinking: cognitive development in social context5,464 cited
  • 1998On Two Metaphors for Learning and the Dangers of Choosing Just One3,824 cited
  • 1976New rules of sociological method2,676 cited
  • 1997On Claims That Answer the Wrong Questions865 cited
  • 2002An Anthropology of Knowledge478 cited
  • 1998Abilities Are Forms of Developing Expertise324 cited
  • 1960Les jeux et les hommes272 cited

Cited by

  • 2012Conceptual modeling for simulation-based serious gaming63 cited
  • 2016Investigating the Impact of Gaming Habits, Gender, and Age on the Effectiveness of an Educational Video Game: An Exploratory Study52 cited
  • 2013Business Games for Leadership Development49 cited
  • 2007Functional design of games to support natural resource management policy development48 cited
  • 2013An approach for serious game development for cultural heritage47 cited
  • 2012Teachers’ Views on the Approach of Digital Games-Based Learning within the Curriculum for Excellence45 cited
  • 2009Simulation as a tool for gaming and training in operations management—a case study38 cited
  • 2023Design Patterns for Mobile Games Based on Structural Similarity

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2 cited