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Serious games and citizen science; from parallel pathways to greater synergies
16 references·0 citing·52 second hop
Serious games and citizen science; from parallel pathways to greater synergies (2023)Serious games and citizen science; from p…How games can make behavioural science better (2023)How games can make behavioura…Serious Gaming for Behaviour Change: A Systematic Review (2022)Serious Gaming for Behaviour …The Role of Simulation and Serious Games in Teaching Concepts on Circular Economy and Sustainable Energy (2021)The Role of Simulation and Se…Synthesizing evidence in sustainability science through harmonized experiments: Community monitoring in common pool resources (2021)Synthesizing evidence in sust…Participation and Co-creation in Citizen Science (2021)Participation and Co-creation…Games on Climate Change: Identifying Development Potentials through Advanced Classification and Game Characteristics Mapping (2021)Games on Climate Change: Iden…Engagement in science through citizen science: Moving beyond data collection (2019)Engagement in science through…Conceptualizing Serious Games as a Learning-Based Intervention in the Context of Natural Resources and Environmental Governance (2019)Conceptualizing Serious Games…On Evaluating Social Learning Outcomes of Serious Games to Collaboratively Address Sustainability Problems: A Literature Review (2018)On Evaluating Social Learning…Gaming for Earth: Serious games and gamification to engage consumers in pro-environmental behaviours for energy efficiency (2017)Gaming for Earth: Serious gam…Role-play simulations for climate change adaptation education and engagement (2016)Role-play simulations for cli…Gaming: The Future's Language (2014)Gaming: The Future's LanguageBridging serious games and participatory design (2014)Bridging serious games and pa…The research and evaluation of serious games: Toward a comprehensive methodology (2013)The research and evaluation o…Participatory Approaches (2013)Participatory ApproachesA systematic literature review of empirical evidence on computer games and serious games (2012)A systematic literature revie…The Practice of Social Research (1989)Flow: the psychology of optimal experience (1990)Psychological Safety and Learning Behavior in Work Teams (1999)Gamified learning in higher education: A systematic review of the literature (2018)Simulations in Entrepreneurship Education: Serious Games and Learning Through Play (2018)Co-creation and the new landscapes of design (2008)Handbook of Research on Effective Electronic Gaming in Education (2009)The Design, Play, and Experience Framework (2009)Is Participatory Design Associated with the Effectiveness of Serious Digital Games for Healthy Lifestyle Promotion? A Meta-Analysis (2016)Gaming for the energy transition. Experimenting and learning in co-designing a serious game prototype (2017)Developing Theory-Driven, Evidence-Based Serious Games for Health: Framework Based on Research Community Insights (2019)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)Games, Motivation, and Learning: A Research and Practice Model (2002)GameFlow (2005)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)Dilemmas in a general theory of planning (1973)Planning with Complexity (2010)Narrowing the climate information usability gap (2012)An overview of serious games for disaster risk management – Prospects and limitations for informing actions to arrest increasing risk (2018)Serious Gaming for Climate Adaptation—Assessing the Potential and Challenges of a Digital Serious Game for Urban Climate Adaptation (2020)A Theory of Cognitive Dissonance (1957)From game design elements to gamefulness (2011)A Theory of Cognitive Dissonance (2017)Promoting novelty, rigor, and style in energy social science: Towards codes of practice for appropriate methods and research design (2018)Gamification and online consumer decisions: Is the game over? (2019)Revealing the theoretical basis of gamification: A systematic review and analysis of theory in research on gamification, serious games and game-based learning (2021)Interaction Analysis: Foundations and Practice (1995)Preferred Reporting Items for Systematic Reviews and Meta-Analyses: The PRISMA Statement (2009)A bibliometric review of research on simulations and serious games used in educating for sustainability, 1997–2019 (2020)Gamification for climate change engagement: review of corpus and future agenda (2021)Transformative Learning as Discourse (2003)Relationships Between Game Attributes and Learning Outcomes (2008)Origins of Serious Games (2011)Towards a Framework for Designing and Assessing Game-Based Approaches for Sustainable Water Governance (2019)How can gamification be incorporated into disaster emergency planning? A systematic review of the literature (2020)Simulation games as a catalyst for social learning: The case of the water-food-energy nexus game (2020)Mind in Society: The Development of Higher Psychological Processes (1978)Qualitative research and evaluation methods (1980)Situated Learning (1991)Participant Outcomes of Biodiversity Citizen Science Projects: A Systematic Literature Review (2019)The Diversity of Participants in Environmental Citizen Science (2021)The use of intercoder reliability in qualitative interview data analysis in science education (2021)Citizen science: a study of people, expertise and sustainable development (1996)Handbook of action research : participative inquiry and practice (2001)Democratising expertise and socially robust knowledge (2003)A question of dialogue? Reflections on how citizen science can enhance communication between science and society (2021)Messing with Merton: The intersection between open science practices and Mertonian values (2022)Understanding technological, cultural, and environmental motivators explaining the adoption of citizen science apps for coastal environment monitoring (2022)Collaborative Decisionmaking for Sustainable Urban Renewal Projects: A Simulation – Gaming Approach (2005)The Game Definition Game (2016)
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References

  • 2012A systematic literature review of empirical evidence on computer games and serious games3,220 cited
  • 2014Gaming: The Future's Language359 cited
  • 2019Engagement in science through citizen science: Moving beyond data collection314 cited
  • 2013The research and evaluation of serious games: Toward a comprehensive methodology309 cited
  • 2017Gaming for Earth: Serious games and gamification to engage consumers in pro-environmental behaviours for energy efficiency243 cited
  • 2016Role-play simulations for climate change adaptation education and engagement213 cited
  • 2014Bridging serious games and participatory design178 cited
  • 2018On Evaluating Social Learning Outcomes of Serious Games to Collaboratively Address Sustainability Problems: A Literature Review143 cited
  • 2021Participation and Co-creation in Citizen Science110 cited
  • 2019Conceptualizing Serious Games as a Learning-Based Intervention in the Context of Natural Resources and Environmental Governance109 cited
  • 2022Serious Gaming for Behaviour Change: A Systematic Review96 cited
  • 2021The Role of Simulation and Serious Games in Teaching Concepts on Circular Economy and Sustainable Energy91 cited
  • 2021Games on Climate Change: Identifying Development Potentials through Advanced Classification and Game Characteristics Mapping87 cited
  • 2013Participatory Approaches

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64 cited
  • 2021Synthesizing evidence in sustainability science through harmonized experiments: Community monitoring in common pool resources63 cited
  • 2023How games can make behavioural science better50 cited
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