[2017]: ... and (please) add some more ... -- terragon nature game(s) / resource(s)
[2016]: ... and (please) add some more ... -- resource(s)
educational video(s) -- knowledge / graph(s) / ximpel lecture viewer(s)
create / learn / observe / play / topical media
[2015]: ... and (please) add some more ... -- resource(s)
...
from the essay(s):
http://media.futurelab.org.uk/resources/documents/lit_reviews/Serious-Games_Review.pdf
http://scil.stanford.edu/news/game4-06.htm
https://habitrpg.com/static/front
http://www.rekenhulp-basisschool-pabo.nl/basisDoelen/basisDoelen.html
http://www.mathplayground.com/count_the_money.html
http://tule.slo.nl/RekenenWiskunde/F-L33.html
http://www.eludamos.org/index.php/eludamos/article/viewArticle/vol4no1-2/146
http://elearnmag.acm.org/featured.cfm?aid=2019544
http://www.tstoryteller.com/where-next-for-reality
http://www.edutopia.org/blog/serious-games-not-chocolate-broccoli-matthew-farber
http://www.nytimes.com/2008/02/17/magazine/17play.html
http://www.psychologyofgames.com/2010/07/the-psychology-of-immersion-in-video-games
http://www.museumofplay.org/icheg-game-history/timeline
http://d-nb.info/1020022604/34/#page=39
http://www.few.vu.nl/~wissen/downloads/seminar/2011_Oinas-kukkonen.pdf
from: Reza Mahmood Khalesi
Phantomation, MIT Games (Animation)
Mission US: Flight to Freedom (Life Skills)
Play Forward: Elm City Stories, Schell Games and Digital Mill (Healthcare/Medical)
Cornak, Succubus Interactive (Business)
DragonBox Algebra 12, WeWantToKnow AS (Education)
Game Over Gopher, New Mexico State University Learning Games Lab (Education)
Planting the Seed, Canadian Space Agency (Education)
Practice Operations, Muzzy Lane Operations (Education)
Cool School: Where Peace Rules (Life Skills)
Middle School Confidential 1: Be Confident in Who You Are (Life Skills)
Who Am I? Race Awareness Game (Life Skills)
Argument Wars (Civics)
from: Onur Akgun https://sites.google.com/site/seriousgamesbyonurakgun/home/serious101
Here are some articles on gamification and serious games which may be helpful for those who like to know more about these topics e.g. for their master thesis. Just click on the links.
[1] ‘Gamification’: Influencing Health Behaviours with Games
[2] A Generic Platform for Enterprise Gamification
[3] A User-Centered Theoretical Framework for Meaningful Gamification
[4] Defining Gamification - A Service Marketing Perspective
[5] From Game Design Elements to Gamefulness: Defining “Gamification”
[6] Designing Attractive Gamification Features for Collaborative Storytelling Websites
[7] Does Gamification Work? — A Literature Review of Empirical Studies on Gamification
[8] Gamification: Design of IT-Based Enhancing Services for Motivational Support and Behavioral Change
[9] Gamification: Designing for Motivation
[10] Gamification and Serious Games for Personalized Health
[11] Gamification in Logistics and Supply Chain Education: Extending Active Learning
[12] Gamification of ERP Systems - Exploring Gamification Effects on User Acceptance Constructs
[13] Gamification of Online Idea Competitions: Insights from an Explorative Case
[14] Gamification towards Sustainable Mobile Application
[15] Incentives, Gamification, and Game Theory: An Economic Approach to Badge Design
[17] It Was a Bit of a Race: Gamification of Version Control
[18] Leveraging Gamification in Demand Dispatch Systems
[19] Literature Review on Web Application Gamification and Analytics
[20] Mandatory Fun: Consent, Gamification and the Impact of Games at Work
[21] Operationalising Gamification in an Educational Authentic Environment
[22] Orientation Passport: Using Gamification to Engage University Students
[23] Raising engagement in R-Learning through Gamification
[24] Removing Gamification from an Enterprise SNS
[26] Systematic Review of Serious Games for Medical Education and Surgical Skills Training
[27] Serious Games, Debriefing, and Simulation/Gaming as a Discipline
[28] Driving Infotainment App: Gamification of Performance Driving
[29] Social Motivations to Use Gamification: An Empirical Study of Gamifying Exercise
[30] Taking The Game Out Of Gamification
[31] The Gamification as a Tool to Improve Risk Management in the Enterprise
[34] Using Gamification in an Online Community
[35] A Case for a Formal Design Paradigm for Serious Games
[36] A Conceptual Framework for Serious Games
[38] A Meta-Analysis of the Cognitive and Motivational Effects of Serious Games
[39] A Systematic Literature Review of Empirical Evidence on Computer Games and Serious Games
[40] EMERGO: A Methodology and Toolkit for Developing Serious Games in Higher Education
[41] From Edutainment to Serious Games: A Change in the Use of Game Characteristics
[42] From Visual Simulation to Virtual Reality to Games
[43] Proof of Learning: Assessment in Serious Games
[45] Serious Games: Serious Opportunities
[46] Serious Games Continuum: Between Games for Purpose and Experiential Environments for Purpose
[47] Serious Games for Health – Personalized Exergames
[48] Serious Games for Higher Education: a Framework for Reducing Design Complexity
[49] Serious Games for Language Learning: How Much Game, How Much AI?
[50] Serious Games for Rehabilitation: A Survey and a Classification Towards a Taxonomy
[51] Serious Games in Language Learning and Teaching – A Theoretical Perspective
2014