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P-III: A Player-Centered, Iterative, Interdisciplinary and Integrated Framework for Serious Game Design and Development
10 references·1 citing·46 second hop
P-III: A Player-Centered, Iterative, Interdisciplinary and Integrated Framework for Serious Game Design and Development (2012)P-III: A Player-Centered, Iterative, Inte…International Organization for Standardization (2011)International Organization fo…Beyond Edutainment: Exploring the Educational Potential of Computer Games (2011)Beyond Edutainment: Exploring…Videogames in therapy (2010)Videogames in therapyDesigning intergenerational play via enactive interaction, competition and acceleration (2010)Designing intergenerational p…Taking educational games seriously: using the RETAIN model to design endogenous fantasy into standalone educational games (2007)Taking educational games seri…Introducing human-centered research to game design (2006)Introducing human-centered re…A Case for a Formal Design Paradigm for Serious Games. (2006)A Case for a Formal Design Pa…What Video Games Have to Teach Us about Learning and Literacy (2004)What Video Games Have to Teac…What video games have to teach us about learning and literacy (2003)What video games have to teac…Games, Motivation, and Learning: A Research and Practice Model (2002)Games, Motivation, and Learni…Gerontoludic Design (2017)Gerontoludic DesignSituated Cognition and the Culture of Learning (1989)Situated Learning: Legitimate Peripheral Participation. (1994)A pedagogy of Multiliteracies Designing Social Futures (1996)The Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)Gamifying learning experiences: Practical implications and outcomes (2013)Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)Studies in cognitive growth (1966)Sex Differences in Video Game Play: (2004)Co-creating games through intergenerational design workshops (2012)On the Conceptualization, Design, and Evaluation of Appealing, Meaningful, and Playable Digital Games for Older People (2015)Perceiving, Acting and Knowing (2017)Ubiquitous technologies for older people (2017)The Art of Computer Game Design (1984)How Users Matter (2003)Rules of Play: Game Design Fundamentals (2003)Serious Games to Improve the Physical Health of the Elderly: A Categorization Scheme (2011)What health topics older adults want to track (2013)Social media prediction: a literature review (2019)Taxonomy of Educational Objectives: The Classification of Educational Goals, Handbook I: Cognitive Domain (1956)An Introduction to Discourse Analysis: Theory and Method (1999)Sustaining iterative game playing processes in DGBL: The relationship between motivational processing and outcome processing (2010)Essential features of serious games design in higher education: Linking learning attributes to game mechanics (2016)Effects of digital game-based STEM education on students’ learning achievement: a meta-analysis (2022)Self-efficacy: Toward a unifying theory of behavioral change. (1977)Intrinsic Motivation and Self-Determination in Human Behavior (1985)Social Foundations of Thought and Action : A Social Cognitive Theory (1985)A systematic literature review of empirical evidence on computer games and serious games (2012)A meta-analysis of the cognitive and motivational effects of serious games. (2013)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)The Therapeutic Use of Videogames in Childhood and Adolescence (2003)Strategies for designing effective psychotherapeutic gaming interventions for children and adolescents (2008)Framing Mental Health Within Digital Games: An Exploratory Case Study of Hellblade (2019)Social Learning Theory. (1978)Social Foundations of Thought and Action (2002)Adaptive Experience Engine for Serious Games (2009)A Game-based learning system for improving student's learning effectiveness in system analysis course (2012)Serious Games in Preschool and Primary Education: Benefits And Impacts on Curriculum Course Syllabus (2017)Situated Learning (1991)A Pedagogy of Multiliteracies: Designing Social Futures (1996)Foundations of Game-Based Learning (2015)An examination of corporate reporting, environmental management practices and firm performance (2006)How Do Employees Perceive Corporate Responsibility? Development and Validation of a Multidimensional Corporate Stakeholder Responsibility Scale (2015)Green human resource management research in emergence: A review and future directions (2017)Digital game‐based learning once removed: Teaching teachers (2007)Are educational computer micro-games engaging and effective for knowledge acquisition at high-schools? A quasi-experimental study (2011)A multilevel analysis of the effects of external rewards on elementary students' motivation, engagement and learning in an educational game (2014)
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References

  • 2011International Organization for Standardization12,534 cited
  • 2004What Video Games Have to Teach Us about Learning and Literacy6,673 cited
  • 2003What video games have to teach us about learning and literacy5,713 cited
  • 2002Games, Motivation, and Learning: A Research and Practice Model3,211 cited
  • 2007Taking educational games seriously: using the RETAIN model to design endogenous fantasy into standalone educational games354 cited
  • 2011Beyond Edutainment: Exploring the Educational Potential of Computer Games289 cited
  • 2006A Case for a Formal Design Paradigm for Serious Games.148 cited
  • 2006Introducing human-centered research to game design60 cited
  • 2010Videogames in therapy57 cited
  • 2010Designing intergenerational play via enactive interaction, competition and acceleration56 cited

Cited by

  • 2017Gerontoludic Design17 cited

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