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World of Warcraft
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World of Warcraft (2010)World of WarcraftPlaying to Death. (2018)Playing to Death.Game Studies’ Material Turn (2017)Game Studies’ Material TurnGAMED: digital educational game development methodology (2015)GAMED: digital educational ga…Designing interactive systems through a game lens: An ethnographic approach (2015)Designing interactive systems…Interest management for distributed virtual environments (2014)Interest management for distr…Bildungspotenziale von Computerspielen – Überlegungen zur Analyse und bildungstheoretischen Einschätzung eines hybriden Medienphänomens (2013)Bildungspotenziale von Comput…Enter the Avatar: The Phenomenology of Prosthetic Telepresence in Computer Games (2012)Enter the Avatar: The Phenome…The Player Engagement Process – An Exploration of Continuation Desire in Digital Games (2011)The Player Engagement Process…Social Interactive Learning in Multiplayer Games (2011)Social Interactive Learning i…MEDIJSKE STUDIJE / MEDIA STUDIES (2011)MEDIJSKE STUDIJE / MEDIA STUD…Game reward systems: Gaming experiences and social meanings (2011)Game reward systems: Gaming e…Framework for Designing and Evaluating Game Achievements (2011)Framework for Designing and E…Understanding Complex Adaptive Systems by Playing Games (2010)Understanding Complex Adaptiv…No Selling the Genie Lamp: A Game Literacy Practice in The Sims (2010)No Selling the Genie Lamp: A …Digital Games and Escapism (2010)Digital Games and EscapismDesigning Computer Games to Teach Algorithms (2010)Designing Computer Games to T…Flow: the psychology of optimal experience (1990)Well-being : the foundations of hedonic psychology (1999)What Video Games Have to Teach Us about Learning and Literacy (2004)Associations among scaffold presentation, reward mechanisms and problem-solving behaviors in game play (2018)Greater rewards in videogames lead to more presence, enjoyment and effort (2018)Understanding massively multiplayer online role‐playing game addiction: A hedonic management perspective (2020)A meta-analytic review of experiments examining the effects of extrinsic rewards on intrinsic motivation. (1999)Rules of Play: Game Design Fundamentals (2003)The Art of Game Design (2008)Gamification and serious game approaches for adult literacy tablet software (2014)Developing a Comprehensive Engagement Framework of Gamification for Reflective Learning (2016)Festival gamification: Conceptualization and scale development (2019)Mind in Society: The Development of Higher Psychological Processes (1978)Situated Learning (1991)Situated Learning: Legitimate Peripheral Participation. (1994)The effects of Gamification on engineering lab activities (2016)Gamification in management education - A literature mapping (2019)What makes things fun to learn? heuristics for designing instructional computer games (1980)The Effectiveness of Games for Educational Purposes: A Review of Recent Research (1992)Beyond Edutainment: Exploring the Educational Potential of Computer Games (2011)The Presentation of Self in Everyday Life. (1956)Handbook of Qualitative Research (1994)The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)From Games to Gamification: A Classification of Rewards in World of Warcraft for the Design of Gamified Systems (2017)Using gamification elements for competitive crowdsourcing: exploring the underlying mechanism (2020)Self-Determination Theory and HCI Games Research: Unfulfilled Promises and Unquestioned Paradigms (2024)Design Patterns: Elements of Reusable Object-Oriented Software (1994)Digital game-based learning (2003)Gamification for Education: Review of Current Publications (2018)iPlus a User-Centered Methodology for Serious Games Design (2020)How to Implement Game-Based Learning in a Smart Classroom? A Model Based on a Systematic Literature Review and Delphi Method (2021)Flow: The Psychology of Optimal Experience (1991)Difference and repetition (1994)Brave new World of Warcraft: a conceptual framework for active escapism (2016)Learning efficacy and user acceptance of a game-based social skills learning environment (2016)Motivations of playing digital games: A review and research agenda (2021)The Interpretation of Cultures (1974)Multitude: war and democracy in the age of empire (2005)Paradigms of games research in HCI (2014)Platform Studies’ Epistemic Threshold (2015)The Interpretation of Cultures (2017)Phenomenology of Perception (1982)Phenomenology of Perception (2002)Teledildonics and New Ways of “Being in Touch”: A Phenomenological Analysis of the Use of Haptic Devices for Intimate Relations (2016)Kunst mit allen Sinnen (2021)8. Det medierte minnestedet (2022)GameFlow (2005)Motivations for Play in Online Games (2006)
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  • 2011Framework for Designing and Evaluating Game Achievements224 cited
  • 2011Game reward systems: Gaming experiences and social meanings211 cited
  • 2010Digital Games and Escapism137 cited
  • 2012Enter the Avatar: The Phenomenology of Prosthetic Telepresence in Computer Games125 cited
  • 2017Game Studies’ Material Turn121 cited
  • 2011The Player Engagement Process – An Exploration of Continuation Desire in Digital Games108 cited
  • 2015Designing interactive systems through a game lens: An ethnographic approach94 cited
  • 2015GAMED: digital educational game development methodology79 cited
  • 2010Designing Computer Games to Teach Algorithms46 cited
  • 2011Social Interactive Learning in Multiplayer Games37 cited
  • 2013Bildungspotenziale von Computerspielen – Überlegungen zur Analyse und bildungstheoretischen Einschätzung eines hybriden Medienphänomens32 cited
  • 2010Understanding Complex Adaptive Systems by Playing Games32 cited
  • 2014Interest management for distributed virtual environments32 cited
  • 2010No Selling the Genie Lamp: A Game Literacy Practice in The Sims15 cited
  • 2011

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MEDIJSKE STUDIJE / MEDIA STUDIES
13 cited
  • 2018Playing to Death.7 cited