Cited by 1,133Educational Games and GamificationDigital Games and MediaVirtual Reality Applications and Impacts

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

Overview

Integrity signals

Registry

Crossref · 10.1016/j.compedu.2015.11.003

Cites

163 of 163 references verified0 citation errors · 0 not checkable

Statistics

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Verification

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Claims other papers make about this one

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Citations

Cites

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Show all 165 references

2 of the 165 references couldn’t be matched to a known paper.

Research works printed but not linked: 2

  1. Csikszentmihalyi, 1991, Vol. 41
  2. Dondlinger, 2007, Educational video games design: a review of the literature, Journal of Applied Educational Technology, 4, 21

Cited by

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Items 501–600 of 1,002

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.
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.

Statistics and arithmetic are recomputed, not judged.

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