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Serious Games
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Serious Games (2009)Serious GamesA Keyword Co-Occurrence Analysis of Research on Service Learning: Conceptual Foci and Emerging Research Trends (2023)A Keyword Co-Occurrence Analy…Gamification in tourism and hospitality research in the era of digital platforms: a systematic literature review (2021)Gamification in tourism and h…MEEGA+: Um Modelo para a Avaliação de Jogos Educacionais para o ensino de Computação (2019)MEEGA+: Um Modelo para a Aval…Studying the effects of computer serious games on people with intellectual disabilities or autism spectrum disorder: A systematic literature review (2018)Studying the effects of compu…More than just fun: a place for games in playful learning / Más que diversión: el lugar de los juegos reglados en el aprendizaje lúdico (2017)More than just fun: a place f…Personalized and Adaptive Serious Games (2016)Personalized and Adaptive Ser…A Brief History of Serious Games (2016)A Brief History of Serious Ga…Serious Games Effects: An Overview (2015)Serious Games Effects: An Ove…Gamification of Creativity: Exploring the Usefulness of Serious Games for Ideation (2015)Gamification of Creativity: E…Applying Basic Gamification Techniques to IT Compliance Training: Evidence from the Lab and Field (2015)Applying Basic Gamification T…Video Games for Children and Adolescents With Special Educational Needs (2013)Video Games for Children and …Increasing Energy Efficiency With Entertainment Media (2013)Increasing Energy Efficiency …Digital Serious Game for Urban Planning: “B3—Design Your Marketplace!” (2013)Digital Serious Game for Urba…Player Identification in Online Games: Validation of a Scale for Measuring Identification in MMOGs (2012)Player Identification in Onli…Operation ARIES!: A Serious Game for Teaching Scientific Inquiry (2011)Operation ARIES!: A Serious G…Identification With Video Game Characters as Automatic Shift of Self-Perceptions (2010)Identification With Video Gam…Taxonomy of Educational Objectives: The Classification of Educational Goals, Handbook I: Cognitive Domain (1956)Mind in Society: The Development of Higher Psychological Processes (1978)Reciprocal Teaching of Comprehension-Fostering and Comprehension-Monitoring Activities (1984)A Literature Review of Gaming in Education. Research Report. (2012)Interest-based text preference moderates the effect of text difficulty on engagement and learning (2014)A Tough Nut to Crack (2015)Situated Learning (1991)Situated Learning: Legitimate Peripheral Participation. (1994)The Big Five Trait taxonomy: History, measurement, and theoretical perspectives. (1999)Acting like a Tough Guy: Violent-Sexist Video Games, Identification with Game Characters, Masculine Beliefs, & Empathy for Female Violence Victims (2016)Fostering Intrinsic Motivation through Avatar Identification in Digital Games (2016)Measuring Female Gaming: Gamer Profile, Predictors, Prevalence, and Characteristics From Psychological and Gender Perspectives (2019)Self-discrepancy: A theory relating self and affect. (1987)Measuring individual differences in implicit cognition: The implicit association test. (1998)Measuring individual differences in implicit cognition: The implicit association test. (1998)Player–Avatar Identification in video gaming: Concept and measurement (2012)The winner takes it all: The effect of in-game success and need satisfaction on mood repair and enjoyment (2014)growth of interpersonal understanding (1980)A meta-analysis of the cognitive and motivational effects of serious games. (2013)Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Effectiveness of serious games and impact of design elements on engagement and educational outcomes in healthcare professionals and students: a systematic review and meta-analysis protocol (2018)Game-based learning and gamification to improve skills in early years education (2019)Impact of serious games on science learning achievement compared with more conventional instruction: an overview and a meta-analysis (2019)Homo Ludens: A Study of the Play-Element in Culture. (1951)Experiential Learning : Experience as the Source of Learning and Development (1983)What Video Games Have to Teach Us about Learning and Literacy (2004)Children’s Experiences on Learning the 21st-Century Skills With Digital Games (2019)Challenges in Serious Game Design and Development: Educators’ Experiences (2020)When the brain comes into play: Neurofunctional correlates of emotions and reward in game-based learning (2021)A technology acceptance model for empirically testing new end-user information systems : theory and results (1985)Flow: the psychology of optimal experience (1990)A model for types and levels of human interaction with automation (2000)Entertainment Computing and Serious Games (2016)Towards a customizable immersive virtual reality serious game for earthquake emergency training (2020)Effects of adaptive scaffolding on performance, cognitive load and engagement in game-based learning: a randomized controlled trial (2024)Exceptional Children: An Introduction to Special Education (1995)Procedures for Performing Systematic Reviews (2004)A systematic literature review of empirical evidence on computer games and serious games (2012)Towards a serious games design framework for people with intellectual disability or autism spectrum disorder (2020)Serious Games in the new era of digital-health interventions: A narrative review of their therapeutic applications to manage neurobehavior in neurodevelopmental disorders (2023)VR Gaming for Meta-Skills Training in Special Education: The Role of Metacognition, Motivations, and Emotional Intelligence (2023)A Theoretical Extension of the Technology Acceptance Model: Four Longitudinal Field Studies (2000)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)Preferred Reporting Items for Systematic Reviews and Meta-Analyses: The PRISMA Statement (2009)A Systematic Literature Review of Gamification in/for Cultural Heritage: Leveling up, Going Beyond (2023)Gamification impact on tourists’ pro-sustainability intentions: integration of technology acceptance model (TAM) and the theory of planned behaviour (TPB) (2023)Gamification in tourism research: A systematic review, current insights, and future research avenues (2023)Coefficient Alpha and the Internal Structure of Tests (1951)The Scree Test For The Number Of Factors (1966)Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)Avaliação de acessibilidade em um jogo digital para pessoas com daltonismo: Um estudo com o Dalton’s Game (2025)Networks of Scientific Papers (1965)Bibliometric Methods in Management and Organization (2014)Student Involvement: A Developmental Theory for Higher Education (2014)Implementing Social Impact and Sustainable Development in Robotics and Digital Systems Education: A Tec21 Model Approach (2023)A bibliometric analysis of global research hotspots and progress on emerging environmental pollutants 6PPD and 6PPD-quinone from 2004 to 2024 (2024)The use of big data in environmental quality monitoring and its impact on policy development: a bibliometric analysis (2025)
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  • 2012Player Identification in Online Games: Validation of a Scale for Measuring Identification in MMOGs280 cited
  • 2010Identification With Video Game Characters as Automatic Shift of Self-Perceptions203 cited
  • 2016A Brief History of Serious Games170 cited
  • 2016Personalized and Adaptive Serious Games152 cited
  • 2021Gamification in tourism and hospitality research in the era of digital platforms: a systematic literature review147 cited
  • 2023A Keyword Co-Occurrence Analysis of Research on Service Learning: Conceptual Foci and Emerging Research Trends146 cited
  • 2015Serious Games Effects: An Overview139 cited
  • 2019MEEGA+: Um Modelo para a Avaliação de Jogos Educacionais para o ensino de Computação118 cited
  • 2011Operation ARIES!: A Serious Game for Teaching Scientific Inquiry111 cited
  • 2018Studying the effects of computer serious games on people with intellectual disabilities or autism spectrum disorder: A systematic literature review107 cited
  • 2015Gamification of Creativity: Exploring the Usefulness of Serious Games for Ideation105 cited
  • 2015Applying Basic Gamification Techniques to IT Compliance Training: Evidence from the Lab and Field104 cited
  • 2017More than just fun: a place for games in playful learning / Más que diversión: el lugar de los juegos reglados en el aprendizaje lúdico

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102 cited
  • 2013Increasing Energy Efficiency With Entertainment Media101 cited
  • 2013Digital Serious Game for Urban Planning: “B3—Design Your Marketplace!”98 cited
  • 2013Video Games for Children and Adolescents With Special Educational Needs98 cited