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The Six Facets of Serious Game Design: A Methodology Enhanced by Our Design Pattern Library
13 references·8 citing·40 second hop
The Six Facets of Serious Game Design: A Methodology Enhanced by Our Design Pattern Library (2012)The Six Facets of Serious Game Design: A …Proceedings of the 8th European Conference on Games Based Learning (2014)Proceedings of the 8th Europe…Good Video Games + Good Learning: collected essays on video games, learning and literacy (2013)Good Video Games + Good Learn…The complete guide to simulations and serious games: how the most valuable content will be created in the age beyond Gutenberg to Google (2010)The complete guide to simulat…A Conceptual Framework for Serious Games (2009)A Conceptual Framework for Se…The Art of Game Design (2008)The Art of Game DesignSerious Games : An Overview (2007)Serious Games : An OverviewGood Video Games and Good Learning (2007)Good Video Games and Good Lea…Foundation for problem‐based gaming (2007)Foundation for problem‐based …Game object model version II: a theoretical framework for educational game development (2006)Game object model version II:…Patterns in game design (2004)Patterns in game designFlow: The Psychology of Optimal Experience (1991)Flow: The Psychology of Optim…Flow: the psychology of optimal experience (1990)Flow: the psychology of optim…A Pattern Language (1977)A Pattern LanguageThe co.LAB Generic Framework for Collaborative Design of Serious Games: Development Study (2021)The co.LAB Generic Framework …Practical Methodology for the Design of Educational Serious Games (2019)Practical Methodology for the…A model of heritage content to support the design and analysis of video games for history education (2018)A model of heritage content t…Using games to raise awareness: How to co-design serious mini-games? (2017)Using games to raise awarenes…La gamificación en la educación superior: una revisión sistemática (2017)La gamificación en la educaci…A methodology for assessing the effectiveness of serious games and for inferring player learning outcomes (2017)A methodology for assessing t…Using serious games to manage knowledge and competencies: The seven-step development process (2016)Using serious games to manage…Processes and Models for Serious Game Design and Development (2016)Processes and Models for Seri…Technology and social inclusion: rethinking the digital divide (2003)Handbook of Research on Effective Electronic Gaming in Education (2009)A scoping review of research on digital game-based language learning (2018)Handbook of Game-Based Learning. (2020)Mind in Society: The Development of Higher Psychological Processes (1978)Bowling Alone: America's Declining Social Capital (1995)Designing and integrating purposeful learning in game play: a systematic review (2015)Essential features of serious games design in higher education: Linking learning attributes to game mechanics (2016)Designing Engaging Games for Education: A Systematic Literature Review on Game Motivators and Design Principles (2020)Experiential Learning : Experience as the Source of Learning and Development (1983)Situated Cognition and the Culture of Learning (1989)Digital game-based learning (2003)Development of a personalized educational computer game based on students’ learning styles (2012)A contextual game-based learning approach to improving students' inquiry-based learning performance in social studies courses (2014)Measuring problem solving skills via stealth assessment in an engaging video game (2016)What Video Games Have to Teach Us about Learning and Literacy (2004)The Oxford Handbook of Culture and Psychology (2012)More Than Just Fun and Games: The Longitudinal Relationships Between Strategic Video Games, Self-Reported Problem Solving Skills, and Academic Grades (2013)Computer Games in Education (2018)Digital game-based learning: Towards an experiential gaming model (2005)Serious Games: Games That Educate, Train, and Inform (2005)Digital Game-Based Learning: It's Not Just the Digital Natives Who Are Restless. (2006)Why so serious? On the relation of serious games and learning (2010)Immersive virtual reality serious games for evacuation training and research: A systematic literature review (2018)Gamification of health professions education: a systematic review (2020)The Lens of Intrinsic Skill Atoms: A Method for Gameful Design (2015)Gamification and Mobile Marketing Effectiveness (2016)Serious games and the gamification of tourism (2016)Subjective well-being: Three decades of progress. (1999)The role of positive emotions in positive psychology: The broaden-and-build theory of positive emotions. (2001)The benefits of being present: Mindfulness and its role in psychological well-being. (2003)Design Patterns: Elements of Reusable Object-Oriented Software (1994)Place attachment: How far have we come in the last 40 years? (2010)Introducing the “15-Minute City”: Sustainability, Resilience and Place Identity in Future Post-Pandemic Cities (2021)Unit Operations: An Approach to Videogame Criticism (2006)Defining Game Mechanics (2008)Framework for Designing and Evaluating Game Achievements (2011)GameFlow (2005)Event tourism: Definition, evolution, and research (2007)Measuring and defining the experience of immersion in games (2008)
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References

  • 1990Flow: the psychology of optimal experience12,637 cited
  • 1991Flow: The Psychology of Optimal Experience9,395 cited
  • 1977A Pattern Language2,882 cited
  • 2008The Art of Game Design1,906 cited
  • 2007Good Video Games and Good Learning1,059 cited
  • 2007Serious Games : An Overview946 cited
  • 2013Good Video Games + Good Learning: collected essays on video games, learning and literacy550 cited
  • 2004Patterns in game design498 cited
  • 2006Game object model version II: a theoretical framework for educational game development307 cited
  • 2007Foundation for problem‐based gaming293 cited
  • 2009A Conceptual Framework for Serious Games217 cited
  • 2014Proceedings of the 8th European Conference on Games Based Learning153 cited
  • 2010The complete guide to simulations and serious games: how the most valuable content will be created in the age beyond Gutenberg to Google152 cited

Cited by

  • 2017La gamificación en la educación superior: una revisión sistemática103 cited
  • 2019Practical Methodology for the Design of Educational Serious Games99 cited
  • 2017

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Using games to raise awareness: How to co-design serious mini-games?
74 cited
  • 2017A methodology for assessing the effectiveness of serious games and for inferring player learning outcomes71 cited
  • 2016Processes and Models for Serious Game Design and Development47 cited
  • 2018A model of heritage content to support the design and analysis of video games for history education45 cited
  • 2021The co.LAB Generic Framework for Collaborative Design of Serious Games: Development Study42 cited
  • 2016Using serious games to manage knowledge and competencies: The seven-step development process40 cited