SZodixStudyAcademic Library
ShelvesOpen access
Study · an open academic library·Metadata from OpenAlex (CC0)·Shelves·OpenAlex metadata, de-duplicated
21st Century Game Design
0 references·6 citing·27 second hop
21st Century Game Design (2005)21st Century Game DesignFrom Game Design to Service Design (2016)From Game Design to Service D…Rehabilitation Game Model for Personalised Exercise (2015)Rehabilitation Game Model for…Artificial Intelligence and Personalization Opportunities for Serious Games (2012)Artificial Intelligence and P…BrainHex: Preliminary Results from a Neurobiological Gamer Typology Survey (2011)BrainHex: Preliminary Results…Towards gameplay analysis via gameplay metrics (2009)Towards gameplay analysis via…Toward an understanding of flow in video games (2008)Toward an understanding of fl…Player Typology in Theory and Practice (2011)Gamification User Types Hexad Scale (2016)Exploring gamified persuasive system design for energy saving (2020)Tailoring Gamification for Adolescents: a Validation Study of Big Five and Hexad in Dutch (2020)The magical number seven, plus or minus two: Some limits on our capacity for processing information. (1956)The magical number seven, plus or minus two: Some limits on our capacity for processing information. (1994)A mixed methods assessment of students' flow experiences during a mobile augmented reality science game (2013)Assessment in and of Serious Games: An Overview (2013)Gamification of Cognitive Assessment and Cognitive Training: A Systematic Review of Applications and Efficacy (2016)Theory of games and economic behavior (2019)Game design : theory and practice (2001)Who plays, how much, and why? Debunking the stereotypical gamer profile (2008)Geographic information systems and science (2011)Enhancing Engagement through Digital Cultural Heritage: A Case Study about Senior Citizens using a Virtual Reality Museum (2023)Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)GameFlow (2005)Improving Adaptive Gameplay in Serious Games Through Interactive Deep Reinforcement Learning (2018)A generic and efficient emotion-driven approach toward personalized assessment and adaptation in serious games (2019)Rules of Play: Game Design Fundamentals (2003)From game design elements to gamefulness (2011)Reality is broken: why games make us better and how they can change the world (2012)Digitalization of ancient fabric using virtual reality technology at the Wieng Yong House Museum: The FabricVR project (2022)Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions (2000)Evolving to a New Dominant Logic for Marketing (2003)Service Design Games as Innovation Tools, Knowledge Creators, and Simulation/Games (2016)Gamification in the customer journey: a conceptual model and future research opportunities (2023)
this work references cited by second hop

References

No references inside the corpus for this window.

Cited by

  • 2008Toward an understanding of flow in video games524 cited
  • 2011BrainHex: Preliminary Results from a Neurobiological Gamer Typology Survey133 cited
  • 2009Towards gameplay analysis via gameplay metrics109 cited
  • 2012Artificial Intelligence and Personalization Opportunities for Serious Games36 cited
  • 2016From Game Design to Service Design27 cited
  • 2015Rehabilitation Game Model for Personalised Exercise23 cited

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