SZodixStudyAcademic Library
ShelvesOpen access
Study · an open academic library·Metadata from OpenAlex (CC0)·Shelves·OpenAlex metadata, de-duplicated
Developing a serious game for the 15-minute neighbourhood transition: Lessons learned from an expert workshop
16 references·0 citing·39 second hop
Developing a serious game for the 15-minute neighbourhood transition: Lessons learned from an expert workshop (2025)Developing a serious game for the 15-minu…The 15-minute city offers a new framework for sustainability, liveability, and health (2022)The 15-minute city offers a n…Exploring the 15-minute neighbourhoods. An evaluation based on the walkability performance to public facilities (2022)Exploring the 15-minute neigh…A composite X-minute city cycling accessibility metric and its role in assessing spatial and socioeconomic inequalities – A case study in Utrecht, the Netherlands (2022)A composite X-minute city cyc…Revealing the theoretical basis of gamification: A systematic review and analysis of theory in research on gamification, serious games and game-based learning (2021)Revealing the theoretical bas…Introducing the “15-Minute City”: Sustainability, Resilience and Place Identity in Future Post-Pandemic Cities (2021)Introducing the “15-Minute Ci…A city of cities: Measuring how 15-minutes urban accessibility shapes human mobility in Barcelona (2021)A city of cities: Measuring h…15-Minute City: Decomposing the New Urban Planning Eutopia (2021)15-Minute City: Decomposing t…The Palgrave Handbook of Co-Production of Public Services and Outcomes (2020)The Palgrave Handbook of Co-P…All Work and No Play? Facilitating Serious Games and Gamified Applications in Participatory Urban Planning and Governance (2018)All Work and No Play? Facilit…Examining associations between urban design attributes and transport mode choice for walking, cycling, public transport and private motor vehicle trips (2017)Examining associations betwee…Encyclopedia of Transportation: Social Science and Policy (2014)Encyclopedia of Transportatio…Design games in codesign: as a tool, a mindset and a structure (2014)Design games in codesign: as …From Game Design Elements to Gamefulness: Defining “Gamification” (2011)From Game Design Elements to …Co-creation and the new landscapes of design (2008)Co-creation and the new lands…A Ladder Of Citizen Participation (1969)A Ladder Of Citizen Participa…The Death and Life of Great American Cities (1962)The Death and Life of Great A…Travel demand and the 3Ds: Density, diversity, and design (1997)World Population Prospects The 2006 Revision (2007)From Millennium Development Goals to Sustainable Development Goals (2012)Transforming Our Cities: Best Practices Towards Clean Air and Active Transportation (2019)Exploring built environment impacts on transit use – an updated meta-analysis (2020)A Pattern Language (1977)Travel and the Built Environment (2010)The 15-minute city: Urban planning and design efforts toward creating sustainable neighborhoods (2022)The x-minute city: Measuring the 10, 15, 20-minute city and an evaluation of its use for sustainable urban design (2022)Transport and social exclusion in London (2000)The Geography of Transport Systems (2020)The 20-minute city: An equity analysis of Liverpool City Region (2021)Barcelona under the 15-Minute City Lens: Mapping the Accessibility and Proximity Potential Based on Pedestrian Travel Times (2022)Geographically Weighted Regression: A Method for Exploring Spatial Nonstationarity (1996)Understanding individual human mobility patterns (2008)Transport and social exclusion: Where are we now? (2012)Measuring compliance with the 15-minute city concept: State-of-the-art, major components and further requirements (2023)The 15-minute city quantified using human mobility data (2024)Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)The theory of planned behavior (1991)Preferred reporting items for systematic reviews and meta-analyses: the PRISMA statement (2009)Gamification and Game Based Learning for Vocational Education and Training: A Systematic Literature Review (2023)Using gamification to support learning in K‐12 education: A systematic literature review (2023)Exploring the impact of gamification on students’ academic performance: A comprehensive meta‐analysis of studies from the year 2008 to 2023 (2024)Urban and transport planning pathways to carbon neutral, liveable and healthy cities; A review of the current evidence (2020)The ‘15-Minute City’ concept can shape a net-zero urban future (2022)Is proximity enough? A critical analysis of a 15-minute city considering individual perceptions (2024)Citizen Participation in Decision Making: Is It Worth the Effort? (2004)Varieties of Participation in Complex Governance (2006)Beyond Engagement and Participation: User and Community Coproduction of Public Services (2007)Experience-based Co-design and Healthcare Improvement: Realizing Participatory Design in the Public Sector (2015)Co-Production and the Co-Creation of Value in Public Services: A suitable case for treatment? (2016)What is co-creation? An interactional creation framework and its implications for value creation (2017)Seeing Disorder: Neighborhood Stigma and the Social Construction of “Broken Windows” (2004)Finding Common Ground: The Importance of Place Attachment to Community Participation and Planning (2006)The social dimension of sustainable development: Defining urban social sustainability (2009)Gamification for health and wellbeing: A systematic review of the literature (2016)A systematic review of gamification in e-Health (2017)Gamifying education: what is known, what is believed and what remains uncertain: a critical review (2017)
this work references cited by second hop

References

  • 1969A Ladder Of Citizen Participation17,032 cited
  • 1962The Death and Life of Great American Cities9,083 cited
  • 2008Co-creation and the new landscapes of design5,552 cited
  • 2021Introducing the “15-Minute City”: Sustainability, Resilience and Place Identity in Future Post-Pandemic Cities1,971 cited
  • 2011From Game Design Elements to Gamefulness: Defining “Gamification”1,340 cited
  • 2021Revealing the theoretical basis of gamification: A systematic review and analysis of theory in research on gamification, serious games and game-based learning951 cited
  • 202115-Minute City: Decomposing the New Urban Planning Eutopia576 cited
  • 2022The 15-minute city offers a new framework for sustainability, liveability, and health246 cited
  • 2021A city of cities: Measuring how 15-minutes urban accessibility shapes human mobility in Barcelona203 cited
  • 2017Examining associations between urban design attributes and transport mode choice for walking, cycling, public transport and private motor vehicle trips174 cited
  • 2014Design games in codesign: as a tool, a mindset and a structure150 cited
  • 2020The Palgrave Handbook of Co-Production of Public Services and Outcomes138 cited
  • 2018All Work and No Play? Facilitating Serious Games and Gamified Applications in Participatory Urban Planning and Governance138 cited
  • 2022A composite X-minute city cycling accessibility metric and its role in assessing spatial and socioeconomic inequalities – A case study in Utrecht, the Netherlands

Only edges whose both ends are imported exist here. Widen the year window, or show the whole map. Back to the work

114 cited
  • 2022Exploring the 15-minute neighbourhoods. An evaluation based on the walkability performance to public facilities105 cited
  • 2014Encyclopedia of Transportation: Social Science and Policy57 cited
  • Cited by

    No citing works inside the corpus for this window.