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Design Patterns for Mobile Games Based on Structural Similarity
10 references·0 citing·43 second hop
Design Patterns for Mobile Games Based on Structural Similarity (2023)Design Patterns for Mobile Games Based on…The use of computer games in classroom environment (2018)The use of computer games in …Essential features of serious games design in higher education: Linking learning attributes to game mechanics (2016)Essential features of serious…Use of design patterns for mobile game development (2012)Use of design patterns for mo…A systematic literature review of empirical evidence on computer games and serious games (2012)A systematic literature revie…Design patterns for learning games (2011)Design patterns for learning …A methodology to assess the impact of design patterns on software quality (2011)A methodology to assess the i…The Application of Design Patterns to Develop Games for Mobile Devices using Java 2 Micro Edition. (2009)The Application of Design Pat…Educational Video Game Design: A Review of the Literature (2007)Educational Video Game Design…Game design and learning: a conjectural analysis of how massively multiple online role-playing games (MMORPGs) foster intrinsic motivation (2006)Game design and learning: a c…The gaming landscape: a taxonomy for classifying games and simulations (2003)The gaming landscape: a taxon…Design Patterns: Elements of Reusable Object-Oriented Software (1994)Design Patterns Explained: A New Perspective on Object-Oriented Design (2001)Precise specification and automatic application of design patterns (2002)Design pattern alternatives (2013)On the Composability of Design Patterns (2015)A theoretical model for capturing the impact of design patterns on quality (2017)Experiential Learning : Experience as the Source of Learning and Development (1983)Games, Motivation, and Learning: A Research and Practice Model (2002)Effects of mobile gaming patterns on learning outcomes: a literature review (2012)Gamification Patterns for Gamification Applications (2014)Learning and Collaboration Technologies (2015)What Video Games Have to Teach Us about Learning and Literacy (2004)A meta-analysis with examination of moderators of student cognition, affect, and learning outcomes while using serious educational games, serious games, and simulations (2017)Augmented Reality and Gamification in Education: A Systematic Literature Review of Research, Applications, and Empirical Studies (2022)Virtual reality and gamification in education: a systematic review (2024)Design patterns for games (2002)Game Design Patterns (2007)Design patterns applied for game design patterns (2016)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)Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning (2015)Handbook of Self-Regulation of Learning and Performance (2017)Mind in Society: The Development of Higher Psychological Processes (1978)Naturalistic inquiry (1985)Situated Learning (1991)Sustaining iterative game playing processes in DGBL: The relationship between motivational processing and outcome processing (2010)Building virtual cities, inspiring intelligent citizens: Digital games for developing students’ problem solving and learning motivation (2012)Designing and integrating purposeful learning in game play: a systematic review (2015)Flow: The Psychology of Optimal Experience (1991)What video games have to teach us about learning and literacy (2003)A meta‐analysis of research on digital game‐based science learning (2020)Towards a motivational design? Connecting gamification user types and online learning activities (2020)Effectiveness of digital educational game and game design in STEM learning: a meta-analytic review (2023)New rules of sociological method (1976)Apprenticeship in thinking: cognitive development in social context (1990)On Two Metaphors for Learning and the Dangers of Choosing Just One (1998)Conceptual modeling for simulation-based serious gaming (2012)Business Games for Leadership Development (2013)Investigating the Impact of Gaming Habits, Gender, and Age on the Effectiveness of an Educational Video Game: An Exploratory Study (2016)Character Education Based On Digital Comic Media (2020)Using games in geographical and planning-related teaching: Serious games, edutainment, board games and role-play (2021)A Systematic Literature Review of Game-Based Assessment Studies: Trends and Challenges (2022)
this work references cited by second hop

References

  • 2012A systematic literature review of empirical evidence on computer games and serious games2,890 cited
  • 2007Educational Video Game Design: A Review of the Literature521 cited
  • 2006Game design and learning: a conjectural analysis of how massively multiple online role-playing games (MMORPGs) foster intrinsic motivation386 cited
  • 2016Essential features of serious games design in higher education: Linking learning attributes to game mechanics272 cited
  • 2018The use of computer games in classroom environment100 cited
  • 2011Design patterns for learning games84 cited
  • 2003The gaming landscape: a taxonomy for classifying games and simulations66 cited
  • 2011A methodology to assess the impact of design patterns on software quality65 cited
  • 2009The Application of Design Patterns to Develop Games for Mobile Devices using Java 2 Micro Edition.7 cited
  • 2012Use of design patterns for mobile game development3 cited

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