The DOI matches its Crossref record; 163 of the 165 references it cites were found in a registry or an index.
An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games
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In the citing paper
“Furthermore, using games as a vehicle to deliver cognitive training may also be advantageous simply because video games appear to have positive effects on a number of outcomes, including working memory, attentional capacity, problem solving, motivation, emotional control, and prosocial behaviors [6].”
From Gamification of Cognitive Assessment and Cognitive Training: A Systematic Review of Applications and Efficacy (2016) · cites this paper as [6]
Citations
Cites
Flow: the psychology of optimal experience
(1990) · Choice Reviews Online · doi:10.5860/choice.28-0597 · Cited by 12,654
A systematic literature review of empirical evidence on computer games and serious games
Connolly, T. M., Boyle, E. A., MacArthur, E., Hainey, T., & Boyle, J. M. (2012) · Computers & Education · doi:10.1016/j.compedu.2012.03.004 · Cited by 2,890
Self-citationAnderson, C. A., & Bushman, B. J. (2001) · Psychological Science · doi:10.1111/1467-9280.00366 · Cited by 2,219
Gamifying learning experiences: Practical implications and outcomes
Domínguez‐Díaz, A., Saenz-de-Navarrete, J., de‐Marcos, L., Sanz, L. F., Pagés, C., & Martínez-Herráiz, J.-J. (2013) · Computers & Education · doi:10.1016/j.compedu.2012.12.020 · Cited by 2,189
Measuring and defining the experience of immersion in games
Jennett, C., Cox, A. L., Cairns, P., Dhoparee, S., Epps, A., Tijs, T., & Walton, A. (2008) · International Journal of Human-Computer Studies · doi:10.1016/j.ijhcs.2008.04.004 · Cited by 2,065
A meta-analysis of the cognitive and motivational effects of serious games.
Wouters, P., van Nimwegen, C., van Oostendorp, H., & van der Spek, E. D. (2013) · Journal of Educational Psychology · doi:10.1037/a0031311 · Cited by 1,864
What is user engagement? A conceptual framework for defining user engagement with technology
O'Brien, H. L., & Toms, E. G. (2008) · Journal of the American Society for Information Science and Technology · doi:10.1002/asi.20801 · Cited by 1,397
Mapping learning and game mechanics for serious games analysis
Arnab, S., Lim, T., Carvalho, M. B., Bellotti, F., de Freitas, S., Louchart, S., Suttie, N., Berta, R., & Gloria, A. D. (2014) · British Journal of Educational Technology · doi:10.1111/bjet.12113 · Cited by 988
Self-citationAn update on the effects of playing violent video games
Anderson, C. A. (2003) · Journal of Adolescence · doi:10.1016/j.adolescence.2003.10.009 · Cited by 740
Gentile, D. A., Anderson, C. A., Yukawa, S., Ihori, N., Saleem, M., Ming, L. K., Shibuya, A., Liau, A. K., Khoo, A., Bushman, B. J., et al. (2009) · Personality and Social Psychology Bulletin · doi:10.1177/0146167209333045 · Cited by 731
Flagged first, then by citations
2 of the 165 references couldn’t be matched to a known paper.
Research works printed but not linked: 2
- Csikszentmihalyi, 1991, Vol. 41
- Dondlinger, 2007, Educational video games design: a review of the literature, Journal of Applied Educational Technology, 4, 21
Cited by
Sorted by citations
Items 1,001–1,002 of 1,002
Serious Game Adventure for Learning Data Exploration Skills
Palomo‐Duarte, M., Caballero-Hernández, J. A., Díaz-Brotons, F., Balderas, A., Ortega, J. A., & Dodero, J. M. (2024) · Lecture notes in educational technology · doi:10.1007/978-981-97-2468-0_13
Navigating the Modern Selection Process
Neena, P. C., & Sevukamoorthy, L. (2024) · Advances in human resources management and organizational development book series · doi:10.4018/979-8-3693-1858-4.ch006
Metadata
- Authors
- Boyle, E. A., Hainey, T., Connolly, T. M., Gray, G., Earp, J., Ott, M., Lim, T., Ninaus, M., Ribeiro, C., & Pereira, J.
- Affiliations
- University of the West of Scotland (GB)
- Istituto per le Tecnologie Didattiche (IT)
- Heriot-Watt University (GB)
- University of Graz (AT)
- Instituto de Engenharia de Sistemas e Computadores Investigação e Desenvolvimento (PT)
- Corresponding author
- Boyle, Elizabeth A.
- ORCID
- Venue
- Computers & Education
- Publisher
- Elsevier BV
- Published
- 2016-03
- Volume
- 94
- Pages
- 178-192
- ISSN
- 0360-1315 (ISSN-L)
- OpenAlex
- W2194213766
- Cited by
- 1,133
- References
- 165
- Citations by year
- 2026: 86 · 2025: 80 · 2024: 91 · 2023: 125 · 2022: 128 · 2021: 158 · 2020: 141 · 2019: 132 · 2018: 101 · 2017: 62 · 2016: 29
- FWCI
- 13.56
- Type
- journal article
- Language
- en
- Open access
- closed
- Locations
- Computers & Education (publishedVersion)
- CNR ExploRA (submittedVersion)
- Funders
- EU (258169)
- Topics
- Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
- Social Sciences › Sociology and Political Science › Digital Games and Media
- Physical Sciences › Computer Science › Human-Computer Interaction › Virtual Reality Applications and Impacts
- Keywords
- serious games, video games, game-based learning, match outcome, knowledge acquisition, behavior change, affective learning outcomes, cognitive outcomes, physiological outcomes, STEM education, health education, game features, student engagement
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Registry, retraction, Cites and statistics results are computed, not judged, with one exception: a printed reference that no index lists is read once by a model before it counts as a citation error. Claims are extracted by a model and kept only when their quote appears verbatim in the text; each cited source is then checked, with a model’s help, for whether it says what the claim relies on. Those verdicts can be wrong — read the claim’s quote and the cited source before relying on one.
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