SZodixStudyAcademic Library
ShelvesOpen access
Study · an open academic library·Metadata from OpenAlex (CC0)·Shelves·OpenAlex metadata, de-duplicated
How Game Designers Can Account for Those With Autism Spectrum Disorder (ASD) When Designing Game Experiences
14 references·0 citing·54 second hop
How Game Designers Can Account for Those With Autism Spectrum Disorder (ASD) When Designing Game Experiences (2021)How Game Designers Can Account for Those …Helping High School-Aged Military Dependents With Autism Gain Employment Through Project SEARCH + ASD Supports (2019)Helping High School-Aged Mili…Future design of accessibility in games: A design vocabulary (2019)Future design of accessibilit…Viewpoints of adults with and without Autism Spectrum Disorders on public transport (2015)Viewpoints of adults with and…Promoting inclusive design practice at the Global Game Jam: A pilot evaluation (2014)Promoting inclusive design pr…The benefits of playing video games. (2013)The benefits of playing video…Full-body motion-based game interaction for older adults (2012)Full-body motion-based game i…Designing Serious Games for Adult Students with Cognitive Disabilities (2012)Designing Serious Games for A…Putting brain training to the test (2010)Putting brain training to the…Game accessibility: a survey (2010)Game accessibility: a surveyDesigning location-based learning experiences for people with intellectual disabilities and additional sensory impairments (2010)Designing location-based lear…Enrichment Effects on Adult Cognitive Development (2008)Enrichment Effects on Adult C…Beyond Self-Selection in Video Game Play: An Experimental Examination of the Consequences of Massively Multiplayer Online Role-Playing Game Play (2007)Beyond Self-Selection in Vide…Game Not Over : Accessibility Issues in Video Games (2005)Game Not Over : Accessibility…The educational benefits of videogames (2002)The educational benefits of v…THE ROLE OF TUTORING IN PROBLEM SOLVING * (1976)Situated Cognition and the Culture of Learning (1989)Situated Learning: Legitimate Peripheral Participation. (1994)A Mobile Game-based Insect Learning System for Improving the Learning Achievements (2013)Academic methods for usability evaluation of serious games: a systematic review (2016)Studying the effects of computer serious games on people with intellectual disabilities or autism spectrum disorder: A systematic literature review (2018)A Neural Basis for General Intelligence (2000)Neural mechanisms of general fluid intelligence (2003)Training and transfer effects of executive functions in preschool children (2008)Does working memory training work? The promise and challenges of enhancing cognition by training working memory (2010)Short- and long-term benefits of cognitive training (2011)Working Memory Training Does Not Improve Performance on Measures of Intelligence or Other Measures of “Far Transfer” (2016)Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life. (2000)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)Addiction to the Internet and Online Gaming (2005)Problematic involvement in online games: A cluster analytic approach (2014)Internet Gaming Disorder in the DSM-5 (2015)Gender differences in the relationship between internet addiction and depression: A cross-lagged study in Chinese adolescents (2016)Give me that online religion (2001)What video games have to teach us about learning and literacy (2003)What Video Games Have to Teach Us about Learning and Literacy (2004)Playability: analysing user experience in video games (2012)Avatars and computer-mediated communication: A review of the definitions, uses, and effects of digital representations on communication (2018)The Purpose of Play (2021)Mind in Society: The Development of Higher Psychological Processes (1978)Social Learning Theory. (1978)The role of positive emotions in positive psychology: The broaden-and-build theory of positive emotions. (2001)A Large-Scale Test of the Goldilocks Hypothesis (2017)Meta-analysis of action video game impact on perceptual, attentional, and cognitive skills. (2017)Problematic online gaming and the COVID-19 pandemic (2020)Self-efficacy: the exercise of control (1997)Self-Efficacy: The Exercise of Control (1999)Perceived social isolation and cognition (2009)A theoretical framework for the study of adult cognitive plasticity. (2010)Aging Well and the Environment: Toward an Integrative Model and Research Agenda for the Future (2012)Development and validation of brief measures of positive and negative affect: The PANAS scales. (1988)Development and validation of brief measures of positive and negative affect: The PANAS scales. (1988)Design, Implementation, and Wide Pilot Deployment of FitForAll: An Easy to use Exergaming Platform Improving Physical Fitness and Life Quality of Senior Citizens (2014)Usability and acceptability of balance exergames in older adults: A scoping review (2015)Handbook of the Psychology of Aging (2016)Acceptance of Virtual Reality Exergames Among Chinese Older Adults (2022)Educational video game for juvenile diabetes: results of a controlled trial (1997)The Structural Characteristics of Video Games: A Psycho-Structural Analysis (2004)Distinguishing between games and simulations: A systematic review (2007)Videogame Addiction and its Treatment (2009)Rules of Play: Game Design Fundamentals (2003)Reliability in Content Analysis. (2004)The Art of Game Design (2008)Accessibility Guidelines for VR Games - A Comparison and Synthesis of a Comprehensive Set (2021)Accessibility of games and game-based applications: A systematic literature review and mapping of future directions (2023)Explaining Accessibility: Possible Variables in Users’ Abilities, Tasks, and Contexts in IT Artefact Use (2023)PowerUp (2008)Playing Blind (2019)Designing for Disability: Evaluating the State of Accessibility Design in Video Games (2020)
this work references cited by second hop

References

  • 2013The benefits of playing video games.2,456 cited
  • 2008Enrichment Effects on Adult Cognitive Development1,486 cited
  • 2010Putting brain training to the test1,053 cited
  • 2010Game accessibility: a survey379 cited
  • 2002The educational benefits of videogames334 cited
  • 2007Beyond Self-Selection in Video Game Play: An Experimental Examination of the Consequences of Massively Multiplayer Online Role-Playing Game Play318 cited
  • 2012Full-body motion-based game interaction for older adults311 cited
  • 2010Designing location-based learning experiences for people with intellectual disabilities and additional sensory impairments138 cited
  • 2005Game Not Over : Accessibility Issues in Video Games94 cited
  • 2019Future design of accessibility in games: A design vocabulary67 cited
  • 2012Designing Serious Games for Adult Students with Cognitive Disabilities66 cited
  • 2015Viewpoints of adults with and without Autism Spectrum Disorders on public transport42 cited
  • 2019Helping High School-Aged Military Dependents With Autism Gain Employment Through Project SEARCH + ASD Supports36 cited
  • 2014Promoting inclusive design practice at the Global Game Jam: A pilot evaluation12 cited

Cited by

No citing works inside the corpus for this window.

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