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The Gaming Situation.
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The Gaming Situation. (2001)The Gaming Situation.Playing the game, role distance and digital performance (2022)Playing the game, role distan…Reconceptualising gamification: Play and pedagogy (2014)Reconceptualising gamificatio…A narrative theory of games (2012)A narrative theory of gamesComputer games in pre-school settings: Didactical challenges when commercial educational computer games are implemented in kindergartens (2011)Computer games in pre-school …Literary Art In Digital Performance (2010)Literary Art In Digital Perfo…Frontiers of a paradigm (2010)Frontiers of a paradigmOnly joking? Online humour in the 2005 UK general election (2007)Only joking? Online humour in…Dionysiac Machines (2007)Dionysiac MachinesAuthoring game-based adaptive units of learning with IMS Learning Design and <e-Adventure> (2007)Authoring game-based adaptive…Play it again and again (2005)Play it again and againSerious Games (1970)Undermining children's intrinsic interest with extrinsic reward: A test of the "overjustification" hypothesis. (1973)Punished by Rewards: The Trouble with Gold Stars, Incentive Plans, A'S, Praise, and Other Bribes (1999)Homo Ludens: A Study of the Play-Element in Culture. (1951)Life on the Screen: Identity in the Age of the Internet (1997)The dissemination of science news in social media platforms during the COVID-19 crisis: Characteristics and selection criteria (2023)Jokes and their Relation to the Unconscious 1905 (2024)Case Study Research: Design and Methods (1984)Qualitative research and case study applications in education (1998)The role of executive control in young children's serious gaming behavior (2014)The Interpretation of Cultures (2017)Aspects of the Novel (1927)Story and Discourse: Narrative Structure in Fiction and Film (1979)First person: new media as story, performance, and game (2004)Make-Believe in Gameful and Playful Design (2016)La literatura en expansión. Intermedialidad y transmedialidad en el cruce entre la Literatura Comparada, los Estudios Culturales y los New Media Studies (2017)Teaching Cultural Heritage through a Narrative-based Game (2020)Postmodernism, or, The cultural logic of late capitalism (1991)Half-Real: Video Games between Real Rules and Fictional Worlds (2005)Responses of User to New Media Application in Mpu Tantular Museum, East java (2011)Games, Motivation, and Learning: A Research and Practice Model (2002)What video games have to teach us about learning and literacy (2003)What Video Games Have to Teach Us about Learning and Literacy (2004)Identity : Youth and Crisis. 1968 (1968)Machinima: digital performance and emergent authorship (2005)Drama as Pedagogy (2009)Digital Drama—Toolkits, Dilemmas, and Preferences (2011)Flow: the psychology of optimal experience (1990)From game design elements to gamefulness (2011)Digital Play as Purposeful Productive Literacies in African American Boys (2017)Gamification in MOOCs to enhance users' goal achievement (2017)Frame Analysis: An Essay on the Organization of Experience. (1975)5. The Practice of Everyday Life (2000)Hamlet on the holodeck: the future of narrative in cyberspace (1997)The Language of New Media (2002)Rules of Play: Game Design Fundamentals (2003)
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Cited by

  • 2012A narrative theory of games253 cited
  • 2010Frontiers of a paradigm58 cited
  • 2007Only joking? Online humour in the 2005 UK general election58 cited
  • 2014Reconceptualising gamification: Play and pedagogy55 cited
  • 2011Computer games in pre-school settings: Didactical challenges when commercial educational computer games are implemented in kindergartens53 cited
  • 2007Authoring game-based adaptive units of learning with IMS Learning Design and <e-Adventure>35 cited
  • 2007Dionysiac Machines22 cited
  • 2022Playing the game, role distance and digital performance15 cited
  • 2010Literary Art In Digital Performance6 cited
  • 2005Play it again and again4 cited

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