SZodixStudyAcademic Library
ShelvesOpen access
Study · an open academic library·Metadata from OpenAlex (CC0)·Shelves·OpenAlex metadata, de-duplicated
Evaluating the Effectiveness of an Augmented Reality Game Promoting Environmental Action
16 references·4 citing·52 second hop
Evaluating the Effectiveness of an Augmented Reality Game Promoting Environmental Action (2021)Evaluating the Effectiveness of an Augmen…A bibliometric review of research on simulations and serious games used in educating for sustainability, 1997–2019 (2020)A bibliometric review of rese…Exploring Citizen Support for Different Types of Climate Policy (2017)Exploring Citizen Support for…Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning (2015)Challenging games help studen…Serious Games for education and training (2014)Serious Games for education a…A meta-analysis of serious digital games for healthy lifestyle promotion (2014)A meta-analysis of serious di…GREENIFY (2013)GREENIFYA systematic literature review of empirical evidence on computer games and serious games (2012)A systematic literature revie…The role of psychology in understanding the impact of computer games (2011)The role of psychology in und…The behaviour change wheel: A new method for characterising and designing behaviour change interventions (2011)The behaviour change wheel: A…The Polls Trends: Twenty Years of Public Opinion about Global Warming (2007)The Polls Trends: Twenty Year…From Content to Context: Videogames as Designed Experience (2006)From Content to Context: Vide…A Review of Scholarship on Assessing Experiential Learning Effectiveness (2004)A Review of Scholarship on As…An update on the effects of playing violent video games (2003)An update on the effects of p…Games, Motivation, and Learning: A Research and Practice Model (2002)Games, Motivation, and Learni…Effects of Violent Video Games on Aggressive Behavior, Aggressive Cognition, Aggressive Affect, Physiological Arousal, and Prosocial Behavior: A Meta-Analytic Review of the Scientific Literature (2001)Effects of Violent Video Game…The theory of planned behavior (1991)The theory of planned behaviorGamification for sustainability: A systematic review of applications, trends, and opportunities (2024)Gamification for sustainabili…Bridging the intention-behavior-gap through digitalized information (?) - Two laboratory experiments in the textile industry (2024)Bridging the intention-behavi…A two-phase systematic literature review on the use of serious games for sustainable environmental education (2024)A two-phase systematic litera…Raising Ecological Awareness and Digital Literacy in Primary School Children through Gamification (2022)Raising Ecological Awareness …The Handbook of Social Psychology (1969)Human Aggression (2002)Handbook of social psychology (2004)Aggression and Antisocial Behavior in Youth (2007)Who plays, how much, and why? Debunking the stereotypical gamer profile (2008)Pathological Video Game Use Among Youths: A Two-Year Longitudinal Study (2011)Coefficient Alpha and the Internal Structure of Tests (1951)Belief, Attitude, Intention and Behavior: An Introduction to Theory and Research (1975)Self-efficacy: Toward a unifying theory of behavioral change. (1977)A Theoretical Extension of the Technology Acceptance Model: Four Longitudinal Field Studies (2000)User Acceptance of Information Technology: Toward A Unified View1 (2003)Consumer Acceptance and Use of Information Technology: Extending the Unified Theory of Acceptance and Use of Technology1 (2012)Flow: the psychology of optimal experience (1990)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)The research and evaluation of serious games: Toward a comprehensive methodology (2013)Measuring engagement in video game-based environments: Investigation of the User Engagement Scale (2014)The Model for Introduction of Gamification into E-learning in Higher Education (2015)Intrinsic Motivation and Self-Determination in Human Behavior (1985)Social Foundations of Thought and Action : A Social Cognitive Theory (1985)A meta-analysis of the cognitive and motivational effects of serious games. (2013)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)Reflective and Impulsive Determinants of Social Behavior (2004)Nudge: Improving Decisions About Health, Wealth and Happiness (2008)Nudge: improving decisions about health, wealth, and happiness (2008)The Behavior Change Technique Taxonomy (v1) of 93 Hierarchically Clustered Techniques: Building an International Consensus for the Reporting of Behavior Change Interventions (2013)Beyond confidence: Development of a measure assessing the 5C psychological antecedents of vaccination (2018)Multidisciplinary research priorities for the COVID-19 pandemic: a call for action for mental health science (2020)Experience and Education (1986)Situated Learning (1991)Situated Learning: Legitimate Peripheral Participation. (1994)Gamification in Education: What, How, Why Bother? (2011)Our Princess Is in Another Castle (2012)What Are We Seeking to Sustain Through Culturally Sustaining Pedagogy? A Loving Critique Forward (2014)Aggression: A Social Learning Analysis (1973)Statistical Methods for Meta-Analysis (1988)A review and reformulation of social information-processing mechanisms in children's social adjustment. (1994)The Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)Development and Validation of a Game Addiction Scale for Adolescents (2009)Violent video game effects on aggression, empathy, and prosocial behavior in Eastern and Western countries: A meta-analytic review. (2010)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)Gamifying learning experiences: Practical implications and outcomes (2013)Handbook of Self-Regulation of Learning and Performance (2017)Mind in Society: The Development of Higher Psychological Processes (1978)Evaluating Structural Equation Models with Unobservable Variables and Measurement Error (1981)Common method biases in behavioral research: A critical review of the literature and recommended remedies. (2003)Gamified learning in higher education: A systematic review of the literature (2018)The role of gamified e-quizzes on student learning and engagement: An interactive gamification solution for a formative assessment system (2019)Enhancing user engagement: The role of gamification in mobile apps (2021)Climate on Cable (2011)Climategate, Public Opinion, and the Loss of Trust (2012)An attack on science? Media use, trust in scientists, and perceptions of global warming (2013)
this work references cited by second hop

References

  • 1991The theory of planned behavior90,729 cited
  • 2011The behaviour change wheel: A new method for characterising and designing behaviour change interventions13,651 cited
  • 2002Games, Motivation, and Learning: A Research and Practice Model3,211 cited
  • 2012A systematic literature review of empirical evidence on computer games and serious games2,890 cited
  • 2001Effects of Violent Video Games on Aggressive Behavior, Aggressive Cognition, Aggressive Affect, Physiological Arousal, and Prosocial Behavior: A Meta-Analytic Review of the Scientific Literature2,218 cited
  • 2015Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning1,710 cited
  • 2006From Content to Context: Videogames as Designed Experience1,091 cited
  • 2003An update on the effects of playing violent video games740 cited
  • 2007The Polls Trends: Twenty Years of Public Opinion about Global Warming508 cited
  • 2011The role of psychology in understanding the impact of computer games444 cited
  • 2014A meta-analysis of serious digital games for healthy lifestyle promotion414 cited
  • 2004A Review of Scholarship on Assessing Experiential Learning Effectiveness366 cited
  • 2014Serious Games for education and training281 cited
  • 2017Exploring Citizen Support for Different Types of Climate Policy

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

266 cited
  • 2020A bibliometric review of research on simulations and serious games used in educating for sustainability, 1997–2019126 cited
  • 2013GREENIFY125 cited
  • Cited by

    • 2022Raising Ecological Awareness and Digital Literacy in Primary School Children through Gamification64 cited
    • 2024A two-phase systematic literature review on the use of serious games for sustainable environmental education45 cited
    • 2024Gamification for sustainability: A systematic review of applications, trends, and opportunities43 cited
    • 2024Bridging the intention-behavior-gap through digitalized information (?) - Two laboratory experiments in the textile industry20 cited