Game design workshop : a playcentric approach to creating innovative games
By Tracy Fullerton. 2008
803 citations recorded by the source corpus.
View Paper: https://www.semanticscholar.org/paper/6935ea94f6148efda02100f06e6e86401abe628f
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
- Richard N. Landers
- Michail Kalogiannakis
- Sebastian Deterding
- Elena M. Auer
- Lennart E. Nacke
- Stamatios Papadakis
- Andrew B. Collmus
- Michael B. Armstrong
Citations in the corpus
- Gamification in Science Education. A Systematic Review of the Literature (2021, background): “That being said, game elements, like competition and leader board, have also been found to pose a certain number of hindrances in learning, like maintaining students’ motivation and engagement [148,149].”
- Gameplay Engagement and Learning in Game-Based Learning (2015, methodology): “…were categorized using this classification, in line with the literature, so as to capture key elements that create a dynamic experience and entertainment (Fullerton, 2008) and to identify game attributes related to learning (Bedwell, Pavlas, Heyne, Lazarra, & Salas, 2012), as shown in Table 3.”
- Gamification Science, Its History and Future: Definitions and a Research Agenda (2018, background): “This level includes, for example, playtesting and play centric design (Belman & Flanagan, 2010; Fullerton, 2008).”
- Dark patterns in the design of games (2013, background): “Others note that “[t]he role of the game designer is, first and foremost, to be an advocate for the player” [20, p. 2].”
- From game design elements to gamefulness: defining "gamification" (2011, methodology): “…also became increasingly interested in studying the design and experience of video games in their own right, developing methods to evaluate their user experience [6], “playability” heuristics for their design [62], and models for the components of games [29,36] and game experience [13,53,65].”