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There are 15112 results for: content related to: Putting Social Psychology into Serious Games

  1. Systematic review of serious games for medical education and surgical skills training

    British Journal of Surgery

    Volume 99, Issue 10, October 2012, Pages: 1322–1330, M. Graafland, J. M. Schraagen and M. P. Schijven

    Version of Record online : 7 SEP 2012, DOI: 10.1002/bjs.8819

  2. Persistence and Location in Relativistic Spacetime

    Philosophy Compass

    Volume 3, Issue 6, November 2008, Pages: 1224–1254, Cody Gilmore

    Version of Record online : 20 NOV 2008, DOI: 10.1111/j.1747-9991.2008.00185.x

  3. Benefits, barriers and guideline recommendations for the implementation of serious games in education for stakeholders and policymakers

    British Journal of Educational Technology

    Volume 47, Issue 1, January 2016, Pages: 164–183, Emmanuel Tsekleves, John Cosmas and Amar Aggoun

    Version of Record online : 24 OCT 2014, DOI: 10.1111/bjet.12223

  4. You have free access to this content
    Mapping learning and game mechanics for serious games analysis

    British Journal of Educational Technology

    Volume 46, Issue 2, March 2015, Pages: 391–411, Sylvester Arnab, Theodore Lim, Maira B. Carvalho, Francesco Bellotti, Sara de Freitas, Sandy Louchart, Neil Suttie, Riccardo Berta and Alessandro De Gloria

    Version of Record online : 5 JAN 2014, DOI: 10.1111/bjet.12113

  5. Using Serious Games for Human Resource Management: Lessons From France's Top 40 Companies

    Global Business and Organizational Excellence

    Volume 35, Issue 3, March/April 2016, Pages: 27–36, Oihab Allal-Chérif and Mohamed Makhlouf

    Version of Record online : 10 FEB 2016, DOI: 10.1002/joe.21668

  6. Gamification of Creativity: Exploring the Usefulness of Serious Games for Ideation

    Creativity and Innovation Management

    Volume 24, Issue 3, September 2015, Pages: 415–429, Marine Agogué, Kevin Levillain and Sophie Hooge

    Version of Record online : 17 AUG 2015, DOI: 10.1111/caim.12138

  7. Serious Games: Broadening Games Impact Beyond Entertainment

    Computer Graphics Forum

    Volume 26, Issue 3, September 2007, Page: xviii, Ben Sawyer

    Version of Record online : 12 OCT 2007, DOI: 10.1111/j.1467-8659.2007.01044.x

  8. Chances and Limitations of Video Games in the Fight against Childhood Obesity—A Systematic Review

    European Eating Disorders Review

    Volume 25, Issue 4, July 2017, Pages: 237–267, Isabelle Mack, Carolin Bayer, Norbert Schäffeler, Nadine Reiband, Ellen Brölz, Guido Zurstiege, Fernando Fernandez-Aranda, Caterina Gawrilow and Stephan Zipfel

    Version of Record online : 3 MAY 2017, DOI: 10.1002/erv.2514

  9. Art, Nationalism and War: Political Futurism in Italy (1909–1944)

    Sociology Compass

    Volume 3, Issue 1, January 2009, Pages: 92–117, Dr Daniele Conversi

    Version of Record online : 30 JAN 2009, DOI: 10.1111/j.1751-9020.2008.00185.x

  10. An Island of Green in the Sunburnt Country: The Rainforest of the Humid Tropics of Northeastern Australia and Their Response to Quaternary Environmental Change

    Geography Compass

    Volume 2, Issue 6, November 2008, Pages: 1777–1797, Patrick T. Moss

    Version of Record online : 19 NOV 2008, DOI: 10.1111/j.1749-8198.2008.00185.x

  11. Experimental Feedback on Prog&Play: A Serious Game for Programming Practice

    Computer Graphics Forum

    Volume 30, Issue 1, March 2011, Pages: 61–73, M. Muratet, P. Torguet, F. Viallet and J.P. Jessel

    Version of Record online : 18 OCT 2010, DOI: 10.1111/j.1467-8659.2010.01829.x

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    Serious gaming in women’s health care

    BJOG: An International Journal of Obstetrics & Gynaecology

    Volume 118, Issue s3, November 2011, Pages: 17–21, LD de Wit-Zuurendonk and SG Oei

    Version of Record online : 31 OCT 2011, DOI: 10.1111/j.1471-0528.2011.03176.x

  13. Cultural Geography and Videogames

    Geography Compass

    Volume 5, Issue 6, June 2011, Pages: 351–368, James Ash and Lesley Anne Gallacher

    Version of Record online : 1 JUN 2011, DOI: 10.1111/j.1749-8198.2011.00427.x

  14. The New Art of Videogames

    The Art of Videogames

    Grant Tavinor, Pages: 1–14, 2009

    Published Online : 11 NOV 2009, DOI: 10.1002/9781444310177.ch1

  15. Games through Fiction

    The Art of Videogames

    Grant Tavinor, Pages: 86–109, 2009

    Published Online : 11 NOV 2009, DOI: 10.1002/9781444310177.ch5

  16. Videogames as Art

    The Art of Videogames

    Grant Tavinor, Pages: 172–196, 2009

    Published Online : 11 NOV 2009, DOI: 10.1002/9781444310177.ch9

  17. Serious games as new educational tools: how effective are they? A meta-analysis of recent studies

    Journal of Computer Assisted Learning

    Volume 29, Issue 3, June 2013, Pages: 207–219, C. Girard, J. Ecalle and A. Magnan

    Version of Record online : 13 JUN 2012, DOI: 10.1111/j.1365-2729.2012.00489.x

  18. Wham, Sock, Kapow! Can Batman defeat his biggest foe yet and combat mental health discrimination? An exploration of the video games industry and its potential for health promotion

    Journal of Psychiatric and Mental Health Nursing

    Volume 20, Issue 8, October 2013, Pages: 752–760, G. Morris and R. Forrest

    Version of Record online : 21 AUG 2013, DOI: 10.1111/jpm.12055

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    The effectiveness of three serious games measuring generic learning features

    British Journal of Educational Technology

    Volume 48, Issue 1, January 2017, Pages: 83–100, Maartje Bakhuys Roozeboom, Gillian Visschedijk and Esther Oprins

    Version of Record online : 8 SEP 2015, DOI: 10.1111/bjet.12342

  20. Essential features of serious games design in higher education: Linking learning attributes to game mechanics

    British Journal of Educational Technology

    Volume 48, Issue 4, July 2017, Pages: 972–994, Petros Lameras, Sylvester Arnab, Ian Dunwell, Craig Stewart, Samantha Clarke and Panagiotis Petridis

    Version of Record online : 30 MAY 2016, DOI: 10.1111/bjet.12467