The “I's” Have It: A Framework for Serious Educational Game Design
By Leonard A. Annetta. 2010
460 citations recorded by the source corpus.
Subfields: Developmental and Educational Psychology, Human-Computer Interaction
View Paper: https://www.semanticscholar.org/paper/6bd69c1d6be06fc3b8ce85febe6817839f7be7af
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Developmental and Educational Psychology
- C. Ferguson
- Pamela M. Kato
- Ilse de Bourdeaudhuij
- Karolien Poels
- Heidi Vandebosch
- Sara Bastiaensens
- Ann DeSmet
- Cheryl K. Olson
In Human-Computer Interaction
Citations in the corpus
- Video Games in Health Care: Closing the Gap (2010, background): “Serious games is a term that has been used to describe video games that have been designed spe-cifically for training and education (Annetta, 2010).”
- Blazing Angels or Resident Evil? Can Violent Video Games be a Force for Good? (2010, background): “There has been some evidence to suggest that video games may provide a useful platform for education (Annetta, 2010; Durkin, 2010).”
- Children's Motivations for Video Game Play in the Context of Normal Development (2010, background): “Matching the level and tempo of challenge to a player’s skills increases the likelihood of achieving flow (Annetta, 2010; Kiili, 2005; Sherry, 2004).”
- A Meta-Analysis of Serious Digital Games for Healthy Lifestyle Promotion (2014, background): “Serious games are theorized to derive their learning effects from at least three sources: 1) by creating immersion or transportation, a state in which the player becomes absorbed in the play without disbelief, while creating personally relevant experiences and deep affection for the characters; 2) b”