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Pervasive gaming: Status, trends and design principles
10 references·5 citing·36 second hop
Pervasive gaming: Status, trends and design principles (2015)Pervasive gaming: Status, trends and desi…A Review of Mobile Location-based Games for Learning across Physical and Virtual Spaces (2020)A Review of Mobile Location-b…The dynamics of crowdfunding: An exploratory study (2013)The dynamics of crowdfunding:…Pervasive Games: Theory and Design (2009)Pervasive Games: Theory and D…Gaming Tourism: Lessons from Evaluating REXplorer, a Pervasive Game for Tourists (2008)Gaming Tourism: Lessons from …Game Design Workshop (2008)Game Design WorkshopPervasive game flow (2007)Pervasive game flowAge Invaders: Inter-generational Mixed Reality Family Game (2006)Age Invaders: Inter-generatio…GameFlow (2005)GameFlowUncle Roy All Around You: Implicating the City in a Location-Based Performance (2004)Uncle Roy All Around You: Imp…Game design workshop : designing, prototyping, and playtesting games (2004)Game design workshop : design…Designing a Tangible User Interface (TUI) for the Elderly Based on Their Motivations and Game Elements (2023)Designing a Tangible User Int…User discomfort while using a virtual reality headset as a personal viewing system for text-intensive office tasks (2020)User discomfort while using a…Video Games and Outdoor Physical Activity for the Elderly: Applications of the HybridPLAY Technology (2018)Video Games and Outdoor Physi…Design of an Interactive Experience Journey in a Renovated Industrial Heritage Site (2018)Design of an Interactive Expe…Prime Example Ingress Reframing the Pervasive Game Design Framework (PGDF) (2017)Prime Example Ingress Reframi…The KJ Method: A Technique for Analyzing Data Derived from Japanese Ethnology (1997)Information and Communication Technologies in Tourism 2014 (2013)Catch them all and increase your place attachment! The role of location-based augmented reality games in changing people - place relations (2017)Serious games as interpretive tools in complex natural tourist attractions (2020)Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)A systematic review of quantitative studies on the enjoyment of digital entertainment games (2014)Dynamic difficulty using brain metrics of workload (2014)Flow. The Psychology of Optimal Experience. New York (HarperPerennial) 1990. (1990)Designing games with a purpose (2008)Measuring and defining the experience of immersion in games (2008)The benefits of playing video games. (2013)Orchestrating a mixed reality performance (2001)The aesthetics of emergence (2008)Mobile Methods and the Empirical (2009)Playful Urban Spaces (2009)Mobile game‐based learning in secondary education: engagement, motivation and learning in a mobile city game (2009)Using ubiquitous games in an English listening and speaking course: Impact on learning outcomes and motivation (2010)Analyzing the educational design, use and effect of spatial games for cultural heritage: A literature review (2017)The Geography of Pokémon GO (2017)Multinational comparison of internet gaming disorder and psychosocial problems versus well-being: Meta-analysis of 20 countries (2018)Gravitational demand on the neck musculature during tablet computer use (2015)Evaluation of physical workload affected by mass and center of mass of head-mounted display (2017)Job Market Signaling (1973)Interorganizational Endorsements and the Performance of Entrepreneurial Ventures (1999)Crowdfunding: Tapping the right crowd (2013)Signaling in Equity Crowdfunding (2015)Digital Entrepreneurship: Toward a Digital Technology Perspective of Entrepreneurship (2016)Game design as marketing: How game mechanics create demand for virtual goods (2010)The Pokémon GO Experience (2017)Uses and Gratifications of Pokémon Go: Why do People Play Mobile Location-Based Augmented Reality Games? (2018)Defining Game Mechanics (2008)Assessment in Game-Based Learning (2012)The application and impact of gamification funware on trip planning and experiences: the case of TripAdvisor’s funware (2015)From game design elements to gamefulness (2011)Gamification Science, Its History and Future: Definitions and a Research Agenda (2018)
this work references cited by second hop

References

  • 2013The dynamics of crowdfunding: An exploratory study4,256 cited
  • 2005GameFlow2,122 cited
  • 2008Game Design Workshop1,098 cited
  • 2009Pervasive Games: Theory and Design443 cited
  • 2004Game design workshop : designing, prototyping, and playtesting games257 cited
  • 2007Pervasive game flow172 cited
  • 2020A Review of Mobile Location-based Games for Learning across Physical and Virtual Spaces158 cited
  • 2008Gaming Tourism: Lessons from Evaluating REXplorer, a Pervasive Game for Tourists121 cited
  • 2004Uncle Roy All Around You: Implicating the City in a Location-Based Performance105 cited
  • 2006Age Invaders: Inter-generational Mixed Reality Family Game54 cited

Cited by

  • 2020User discomfort while using a virtual reality headset as a personal viewing system for text-intensive office tasks69 cited
  • 2017Prime Example Ingress Reframing the Pervasive Game Design Framework (PGDF)44 cited
  • 2018Video Games and Outdoor Physical Activity for the Elderly: Applications of the HybridPLAY Technology19 cited
  • 2023Designing a Tangible User Interface (TUI) for the Elderly Based on Their Motivations and Game Elements13 cited
  • 2018Design of an Interactive Experience Journey in a Renovated Industrial Heritage Site

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4 cited