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Serious Games in Spatial Planning: Strengths, Limitations and Support Frameworks
16 references·1 citing·34 second hop
Serious Games in Spatial Planning: Strengths, Limitations and Support Frameworks (2022)Serious Games in Spatial Planning: Streng…Planning with Complexity (2018)Planning with ComplexitySerious Games (2016)Serious GamesPurposeful by design? (2012)Purposeful by design?Serious Games, Debriefing, and Simulation/Gaming as a Discipline (2010)Serious Games, Debriefing, an…Fundamentals of game design (2010)Fundamentals of game designThe Gaming of Policy and the Politics of Gaming: A Review (2009)The Gaming of Policy and the …The Design, Play, and Experience Framework (2009)The Design, Play, and Experie…The art of game design: a book of lenses (2009)The art of game design: a boo…Game Design Workshop (2008)Game Design WorkshopVideo Games and the Future of Learning (2005)Video Games and the Future of…Rules of Play: Game Design Fundamentals (2003)Rules of Play: Game Design Fu…A Conceptual Definition and Theoretical Model of Public Deliberation in Small Face-to-Face Groups (2002)A Conceptual Definition and T…Consensus Building and Complex Adaptive Systems (1999)Consensus Building and Comple…Planning through debate: the communicative turn in planning theory (1992)Planning through debate: the …Debriefing: Toward a Systematic Assessment of Theory and Practice (1992)Debriefing: Toward a Systemat…Chapter 12: What does the Anthropocene hold for citizenship? (1905)Chapter 12: What does the Ant…Developing a serious game for the 15-minute neighbourhood transition: Lessons learned from an expert workshop (2025)Developing a serious game for…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)Narration as a human communication paradigm: The case of public moral argument (1984)An advocacy coalition framework of policy change and the role of policy-oriented learning therein (1988)New Directions in Planning Theory (2000)Conflicting rationalities: implications for planning theory and ethics (2003)Post‐political spatial planning in England: a crisis of consensus? (2011)Situated Learning: Legitimate Peripheral Participation. (1994)From Content to Context: Videogames as Designed Experience (2006)Digital Games in Education (2007)Motivating Children to Learn Effectively: Exploring the Value of Intrinsic Integration in Educational Games (2011)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)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)Defining Game Mechanics (2008)Handbook of Research on Effective Electronic Gaming in Education (2009)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)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)Building an inclusive definition of e-learning: An approach to the conceptual framework (2012)Active accessibility: A review of operational measures of walking and cycling accessibility (2015)Learner Engagement in Blended Learning Environments: A Conceptual Framework (2019)From game design elements to gamefulness (2011)Gamification Science, Its History and Future: Definitions and a Research Agenda (2018)
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References

  • 1905Chapter 12: What does the Anthropocene hold for citizenship?11,532 cited
  • 2003Rules of Play: Game Design Fundamentals5,481 cited
  • 1999Consensus Building and Complex Adaptive Systems1,305 cited
  • 2010Fundamentals of game design1,226 cited
  • 2005Video Games and the Future of Learning1,120 cited
  • 1992Planning through debate: the communicative turn in planning theory1,100 cited
  • 2008Game Design Workshop1,098 cited
  • 2009The art of game design: a book of lenses887 cited
  • 2018Planning with Complexity865 cited
  • 2010Serious Games, Debriefing, and Simulation/Gaming as a Discipline708 cited
  • 1992Debriefing: Toward a Systematic Assessment of Theory and Practice419 cited
  • 2002A Conceptual Definition and Theoretical Model of Public Deliberation in Small Face-to-Face Groups360 cited
  • 2009The Gaming of Policy and the Politics of Gaming: A Review353 cited
  • 2016Serious Games327 cited
  • 2009The Design, Play, and Experience Framework320 cited
  • 2012Purposeful by design?312 cited

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  • 2025Developing a serious game for the 15-minute neighbourhood transition: Lessons learned from an expert workshop2 cited