Rules of Play
By Greg Lastowka. Games Cult., 2009
409 citations recorded by the source corpus.
Subfields: Clinical Psychology, Law, Sociology and Political Science
View Paper: https://www.semanticscholar.org/paper/41918e2a830aec4159f2a5a23e8ff3b2c668868c
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Clinical Psychology
- Alissa Nicole Antle
- Juho Hamari
- Katie Seaborn
- Deborah I. Fels
- Atsusi Hirumi
- Z. Xie
- Mansureh Kebritchi
- Nima Motamedi
In Law
- Alissa Nicole Antle
- Juho Hamari
- Katie Seaborn
- Deborah I. Fels
- Atsusi Hirumi
- Z. Xie
- Mansureh Kebritchi
- Nima Motamedi
In Sociology and Political Science
- Alissa Nicole Antle
- Juho Hamari
- Katie Seaborn
- Deborah I. Fels
- Atsusi Hirumi
- Z. Xie
- Mansureh Kebritchi
- Nima Motamedi
Citations in the corpus
- Are tangibles more fun?: comparing children's enjoyment and engagement using physical, graphical and tangible user interfaces (2008, result): “This finding is in line with guidelines proposed by Salen and Zimmerman [27], which state that an enjoyable game balances challenge against possibility of winning.”
- Examining the pedagogical foundations of modern educational computer games (2008, background): “…which is simply defined as using learner experiences to facilitate learning, has been a common ground for both traditional educators as well as designers attempting to integrate gamebased learning with education (Appelman, 2005; Crawford, 1984; Gee, 2003; Prensky, 2001; Salen & Zimmerman, 2004).”
- Transforming homo economicus into homo ludens: A field experiment on gamification in a utilitarian peer-to-peer trading service (2013, background): “In a larger context, goals are regarded as a central game mechanism (Salen and Zimmermann, Salen and Zimmerman 2004) and have been demonstrated to exert persuasive power even when the progression towards them was illusionary (Kivetz et al. 2006, Nunes and Drèze 2006).”
- Gamification in theory and action: A survey (2015, background): “In their influential work, game designers Salen and Zimmerman (2004) define a game as " a system in which players engage in an artificial conflict, defined by rules, that results in a quantifiable outcome " (p. 80).”