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Design of a serious game for participatory planning of nature-based solutions: The experience of the Edible City Game
7 references·0 citing·37 second hopsampled
Design of a serious game for participatory planning of nature-based solutions: The experience of the Edible City Game (2023)Design of a serious game for participator…All Work and No Play? Facilitating Serious Games and Gamified Applications in Participatory Urban Planning and Governance (2018)All Work and No Play? Facilit…Gamification of Creativity: Exploring the Usefulness of Serious Games for Ideation (2015)Gamification of Creativity: E…Serious games: A journey from research to application (2014)Serious games: A journey from…Digital Serious Game for Urban Planning: “B3—Design Your Marketplace!” (2013)Digital Serious Game for Urba…Towards a Comprehensive Methodology for the Research and Evaluation of Serious Games (2012)Towards a Comprehensive Metho…Playful public participation in urban planning: A case study for online serious games (2011)Playful public participation …Designing Effective Serious Games: Opportunities and Challenges for Research (2010)Designing Effective Serious G…Case Study Research: Design and Methods (1991)The Knowledge-Creating Company (1995)Seeking Qualitative Rigor in Inductive Research (2012)A bibliometric analysis of creativity in the field of business economics (2017)Does socioeconomic status influence student creativity? (2018)Gamification and gigification: A multidimensional theoretical approach (2021)Mind in Society: The Development of Higher Psychological Processes (1978)Flow: the psychology of optimal experience (1990)A systematic literature review of empirical evidence on computer games and serious games (2012)Business Management Simulations – a detailed industry analysis as well as recommendations for the future (2016)Emerging Practices in Game-Based Assessment (2019)Dive in the Past: A Serious Game to Promote the Underwater Cultural Heritage of the Mediterranean Sea (2021)Homo Ludens: A Study of the Play-Element in Culture. (1951)Reengineering the corporation: A manifesto for business revolution (1993)Rules of Play: Game Design Fundamentals (2003)An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games (2015)What can co-creation do for the citizens? Applying co-creation for the promotion of participation in cities (2020)Psychological Safety and Learning Behavior in Work Teams (1999)Framing Theory (2007)Psychology, Pedagogy, and Assessment in Serious Games (2013)A renewed approach to serious games for cyber security (2015)The effectiveness of three serious games measuring generic learning features (2015)What video games have to teach us about learning and literacy (2003)Citizens as sensors: the world of volunteered geography (2007)Big Data and Urban Informatics: Innovations and Challenges to Urban Planning and Knowledge Discovery (2016)The Gamification of Civic Participation: Two Experiments in Improving the Skills of Citizens to Reflect Collectively on Spatial Issues (2016)Gaming for the energy transition. Experimenting and learning in co-designing a serious game prototype (2017)Cognitive Load During Problem Solving: Effects on Learning (1988)Development and Distortion of Malaysian Public- Private Partnerships: Patronage, Privatised Profits and Pitfalls DOI: 10.1111/j.1467- 8500.2009.00655.x (2010)Assessment in and of Serious Games: An Overview (2013)Mapping learning and game mechanics for serious games analysis (2014)The effective components of creativity in digital game-based learning among young children: A case study (2020)Qualitative Inhaltsanalyse : Grundlagen und Techniken (2003)Case study research: design and methods (2011)Tools for adaptive governance for complex social-ecological systems: a review of role-playing-games as serious games at the community-policy interface (2019)Targeting social learning and engagement: What serious games and gamification can offer to participatory modeling (2020)Serious games for environmental education (2023)
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References

  • 2010Designing Effective Serious Games: Opportunities and Challenges for Research247 cited
  • 2011Playful public participation in urban planning: A case study for online serious games232 cited
  • 2018All Work and No Play? Facilitating Serious Games and Gamified Applications in Participatory Urban Planning and Governance138 cited
  • 2015Gamification of Creativity: Exploring the Usefulness of Serious Games for Ideation105 cited
  • 2013Digital Serious Game for Urban Planning: “B3—Design Your Marketplace!”98 cited
  • 2012Towards a Comprehensive Methodology for the Research and Evaluation of Serious Games87 cited
  • 2014Serious games: A journey from research to application30 cited

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