Duffhues, J., Mayer, I.
S., Nefs, M., & van der Vliet, M. (2014). Breaking Barriers to Transit-Oriented Development:
Insights from the Serious Game SPRINTCITY. Environment and Planning B.
doi:10.1068/b39130
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Mayer, I. S., Bekebrede,
G., Harteveld, C., Warmelink, H. J. G., Zhou, Q., van Ruijven, T., … Wenzler, I. (2013). The research and evaluation of
serious games: Toward a comprehensive methodology. British Journal of
Educational Technology, n/a–n/a. doi:10.1111/bjet.12067
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Mayer, I. S., Zhou, Q.,
Lo, J., Abspoel, L., Keijser, X., Olsen, E., … Kannen, A. (2013). Integrated, Ecosystem-based Marine Spatial Planning:
Design and Results of a Game-based Quasi-Experiment. Ocean and Coastal
Management, 82, 7–26. doi:dx.doi.org/10.1016/j.ocecoaman.2013.04.006
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Bekebrede, G., Warmelink,
H. J. G., & Mayer, I. S. (2011). Reviewing
the Need for Gaming in Education to Accommodate the Net Generation. Computers
& Education, 57(2), 1521–1529. doi:10.1016/j.compedu.2011.02.010
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Mayer, I. S., Kortmann,
R., Wenzler, I., Wetters, Á., & Johan, S. (2014). Game-based Entrepreneurship
Education: Identifying Enterprising Personality, Motivation and Intentions
amongst Engineering Students. International Journal of Entrepreneurship Education
(in press).
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Mayer, I. S., Warmelink, H. J. G., & Zhou, Q. (2014). The Utility of Games for Society, Business and Politics: A Frame Reflective Analysis. In Nick Rushby & D. Surry (Eds.), Wiley Handbook of Learning Technology (in press). Wiley.
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