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Got Game: How the Gamer Generation Is Reshaping Business Forever
0 references·16 citing·54 second hop
Got Game: How the Gamer Generation Is Reshaping Business Forever (2004)Got Game: How the Gamer Generation Is Res…The Digital Workforce and the Workplace of the Future (2016)The Digital Workforce and the…Video Game-Based Learning: An Emerging Paradigm for Instruction (2013)Video Game-Based Learning: An…The effects of the size and weight of a mobile device on an educational game (2013)The effects of the size and w…Evaluation of learning outcomes using an educational iPhone game vs. traditional game (2013)Evaluation of learning outcom…Soviet and American precursors to the gamification of work (2012)Soviet and American precursor…Digital Games and Escapism (2010)Digital Games and EscapismA case study of the in-class use of a video game for teaching high school history (2010)A case study of the in-class …Students’ perceptions about the use of video games in the classroom (2009)Students’ perceptions about t…Video game–based learning: An emerging paradigm for instruction (2008)Video game–based learning: An…The life and death of online gaming communities (2007)The life and death of online …Technology/Ideology: How Ideological Fields Influence Consumers' Technology Narratives (2007)Technology/Ideology: How Ideo…Playing across the playground: paradoxes of knowledge creation in the videogame firm (2007)Playing across the playground…Overconfidence in wargames: experimental evidence on expectations, aggression, gender and testosterone (2006)Overconfidence in wargames: e…The Labor of Fun (2005)The Labor of FunFrom users to designers: Building a self-organizing game-based learning environment (2005)From users to designers: Buil…Developing games and simulations for today and tomorrow’s tech savvy youth (2005)Developing games and simulati…Being and Time (1927)Hegemony and Socialist Strategy: Towards a Radical Democratic Politics (1985)The Information Age: Economy, Society and Culture (1999)Semiotic Structure and the Legitimation of Consumption Practices: The Case of Casino Gambling (2010)Tourist information search and destination choice in a digital age (2012)From the traditional understanding of tourism destination to the smart tourism destination (2017)Mind in Society: The Development of Higher Psychological Processes (1978)Experiential Learning : Experience as the Source of Learning and Development (1983)Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)Acceptance of socially assistive humanoid robot by preschool and elementary school teachers (2014)The benefits of a challenge: student motivation and flow experience in tablet-PC-game-based learning (2015)Situated Learning (1991)Situated Learning: Legitimate Peripheral Participation. (1994)Communities of practice learning, meaning, and identity (1999)Emotional Dynamics and Strategizing Processes: A Study of Strategic Conversations in Top Team Meetings (2012)Game Changer: The Topology of Creativity (2015)On temporary organizations: A review, synthesis and research agenda (2016)Virtual Worlds: A First-Hand Account of Market and Society on the Cyberian Frontier (2002)Recognizing Problem Video Game Use (2010)Anthropomorphized Helpers Undermine Autonomy and Enjoyment in Computer Games (2016)Frames of Mind: The Theory of Multiple Intelligences (1984)What Video Games Have to Teach Us about Learning and Literacy (2004)One-to-One Technology in K–12 Classrooms: A Review of the Literature From 2004 Through 2014 (2016)Tablet-based cross-curricular maths vs. traditional maths classroom practice for higher-order learning outcomes (2017)A systematic review of mobile game-based learning in STEM education (2020)The Discovery of Grounded Theory: Strategies for Qualitative Research. (1968)Qualitative research and evaluation methods (1980)Handbook of Qualitative Research (1994)Games for Health for Children—Current Status and Needed Research (2015)Mining Learning and Crafting Scientific Experiments: A Literature Review on the Use of Minecraft in Education and Research. (2016)The effects of a mobile gamification app on elementary students’ Spanish achievement and self-efficacy (2017)Belief, Attitude, Intention and Behavior: An Introduction to Theory and Research (1975)Self-Efficacy: The Exercise of Control (1999)Internet parenting styles and the impact on Internet use of primary school children (2010)A meta-analysis of serious digital games for healthy lifestyle promotion (2014)Why do people play games? A meta-analysis (2017)The Evolution of Cooperation (1981)The Evolution of Cooperation (1985)The Management of Innovation (1994)INTERSECTING OPPRESSIONS AND ONLINE COMMUNITIES (2011)Introverted elves & conscientious gnomes (2011)The effects of collective MMORPG (Massively Multiplayer Online Role-Playing Games) play on gamers’ online and offline social capital (2011)Illusion and well-being: A social psychological perspective on mental health. (1988)Rationalist explanations for war (1995)Charisma as signal: An evolutionary perspective on charismatic leadership (2017)Perception and Misperception in International Politics (2017)The face of risk: CEO facial masculinity and firm risk (2018)Gender Differences in Fear and Risk Perception During the COVID-19 Pandemic (2021)Measuring individual differences in empathy: Evidence for a multidimensional approach. (1983)Digital Natives, Digital Immigrants Part 1 (2001)Building a practically useful theory of goal setting and task motivation: A 35-year odyssey. (2002)Working Across Boundaries: Current and Future Perspectives on Global Virtual Teams (2017)The value of social media for innovation: A capability perspective (2018)The interplay of digital transformation and employee competency: A design science approach (2022)
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  • 2016The Digital Workforce and the Workplace of the Future732 cited
  • 2009Students’ perceptions about the use of video games in the classroom510 cited
  • 2005The Labor of Fun383 cited
  • 2010A case study of the in-class use of a video game for teaching high school history296 cited
  • 2007The life and death of online gaming communities289 cited
  • 2007Technology/Ideology: How Ideological Fields Influence Consumers' Technology Narratives273 cited
  • 2006Overconfidence in wargames: experimental evidence on expectations, aggression, gender and testosterone255 cited
  • 2007Playing across the playground: paradoxes of knowledge creation in the videogame firm254 cited
  • 2013Evaluation of learning outcomes using an educational iPhone game vs. traditional game185 cited
  • 2013The effects of the size and weight of a mobile device on an educational game159 cited
  • 2005From users to designers: Building a self-organizing game-based learning environment146 cited
  • 2005Developing games and simulations for today and tomorrow’s tech savvy youth146 cited
  • 2013Video Game-Based Learning: An Emerging Paradigm for Instruction145 cited
  • 2010Digital Games and Escapism137 cited

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  • 2008Video game–based learning: An emerging paradigm for instruction125 cited
  • 2012Soviet and American precursors to the gamification of work121 cited