Evolutionary Intelligence. 
https://doi.org/10.1007/s12065-024-00959-y 
Casillo,  M.,  Colace,  F.,  Gupta,  B.  B.,  Lorusso,  A., 
Marongiu, F., & Santaniello, D. (2022, November 20). 
Blockchain and NFT: a novel approach to support BIM 
and  Architectural  Design.  2022 International 
Conference on Innovation and Intelligence for 
Informatics, Computing, and Technologies (3ICT). 
https://doi.org/10.1109/3ICT56508.2022.9990815 
Chen, C.-J., Chen, S., Li, S., & Chiu, H. (2017). Green 
BIM-based  building  energy  performance  analysis. 
Computer-Aided Design and Applications, 14(5), 650–
660. https://doi.org/10.1080/16864360.2016.1273582 
Clarizia,  F.,  Colace,  F.,  Santo,  M.  De,  Lorusso,  A., 
Marongiu, F., & Santaniello, D. (2022, September 20). 
Augmented Reality and Gamification technics for visit 
enhancement in archaeological parks. 2022 IEEE 2nd 
IoT Vertical and Topical Summit for Tourism (IoTT). 
https://doi.org/10.1109/IoTT56174.2022.9925901 
Cook, N. F., McAloon, T., O’Neill, P., & Beggs, R. (2012). 
Impact  of  a  web  based  interactive  simulation  game 
(PULSE)  on  nursing  students’  experience  and 
performance in life support training — A pilot study. 
Nurse Education Today,  32(6),  714–720. 
https://doi.org/10.1016/j.nedt.2011.09.013 
Della  Greca,  A.,  Ilaria,  A.,  Tucci,  C.,  Frugieri,  N.,  & 
Tortora,  G.  (2024).  A  user  study  on  the  relationship 
between empathy and facial-based emotion simulation 
in  Virtual  Reality.  Proceedings of the 2024 
International Conference on Advanced Visual 
Interfaces,  1–9. 
https://doi.org/10.1145/3656650.3656691 
Edwards,  G.,  Li,  H.,  &  Wang,  B.  (2015).  BIM  based 
collaborative  and  interactive  design  process  using 
computer  game  engine  for  general  end-users. 
Visualization in Engineering,  3(1),  4. 
https://doi.org/10.1186/s40327-015-0018-2 
González,  C.  S.,  &  Blanco,  F.  (2008).  Integrating  an 
educational 3D game in Moodle. Simulation & Gaming, 
39(3),  399–413. 
https://doi.org/10.1177/1046878108319585 
Guida, C. G., di Filippo, A., & D’Agostino, P. (2021). Scan-
To-Bim Procedure for an Old Industrial Plant  (pp. 
1019–1026). https://doi.org/10.1007/978-3-030-75275-
0_112 
Kang, D., Choi, H., & Nam, S. (2022). Learning Cultural 
Spaces:  A  Collaborative  Creation  of  a  Virtual  Art 
Museum  Using  Roblox.  International Journal of 
Emerging Technologies in Learning (IJET),  17(22). 
https://doi.org/10.3991/ijet.v17i22.33023 
Kleinhans, R., Van Ham, M., & Evans-Cowley, J. (2015). 
Using Social Media and Mobile Technologies to Foster 
Engagement  and  Self-Organization  in  Participatory 
Urban  Planning  and  Neighbourhood  Governance. 
Planning Practice & Research,  30(3),  237–247. 
https://doi.org/10.1080/02697459.2015.1051320 
Lazarinis, F., Boididis, I., Kozanidis, L., & Kanellopoulos, 
D. (2022). An adaptable multi-learner serious game for 
learning cultural heritage. Advances in Mobile Learning 
Educational Research,  2(1),  201–215. 
https://doi.org/10.25082/AMLER.2022.01.004 
Matos,  R.,  Rodrigues,  H.,  Costa,  A.,  &  Rodrigues,  F. 
(2022).  Building  Condition  Indicators  Analysis  for 
BIM-FM  Integration.  Archives of Computational 
Methods in Engineering. 
https://doi.org/10.1007/s11831-022-09719-6 
Meder, M., Rapp, A., Plumbaum, T., & Hopfgartner, F. 
(2017). Data-driven gamification design. Proceedings 
of the 21st International Academic Mindtrek 
Conference,  255–258. 
https://doi.org/10.1145/3131085.3131116 
Morawski, M., & Wolff-Seidel, S. (2023). Gaming & 
Geography  (Education):  Gaming  and  Geography 
(Educa-tion): A Model of Reflexive Analysis of Space 
and  Action  in  Video  Games.  European Journal of 
Geography,  14(3),  1–19. 
https://doi.org/10.48088/ejg.m.mor.14.3.001.019 
Pasqualotto, A.,  Parong,  J.,  Green,  C.  S.,  &  Bavelier, D. 
(2023).  Video  Game  Design  for  Learning  to  Learn. 
International Journal of Human–Computer Interaction, 
39(11),  2211–2228. 
https://doi.org/10.1080/10447318.2022.2110684 
Petridis, P., Hussain, A., Wernham, G., Dunwell, I., Shukla, 
A., Liu, S., Day, R., Iweka, O., Gaterell, M. R., Brown, 
V. L., Adams, N., Van Der Horst, D., & Lameras, P. 
(2021).  The  EN-Survival  Game:  An  Environmental 
Game  for  Residential  Accommodation.  In 
Transforming Society and Organizations through 
Gamification  (pp.  87–106).  Springer  International 
Publishing.  https://doi.org/10.1007/978-3-030-68207-
1_6 
Rodríguez-Domínguez,  L.,  García  Sánchez,  I.  M.,  & 
Gallego  Álvarez,  I.  (2011).  From  Emerging  to 
Connected  E-Government:  The  Effects  of 
Socioeconomics  and  Internal  Administration 
Characteristics.  The International Journal of Digital 
Accounting Research,  11. 
https://doi.org/10.4192/1577-8517-v11_5 
Rose,  J.,  &  Sæbø,  Ø.  (2010).  Designing  Deliberation 
Systems.  The Information Society,  26(3),  228–240. 
https://doi.org/10.1080/01972241003712298 
Roumana, A., Georgopoulos, A., & Koutsoudis, A. (2022). 
Developing an educational cultural heritage 3D puzzle 
in  a  virtual  reality  environment.  The International 
Archives of the Photogrammetry, Remote Sensing and 
Spatial Information Sciences, XLIII-B2-2022, 885–891. 
https://doi.org/10.5194/isprs-archives-XLIII-B2-2022-
885-2022 
Seltzer, E., & Mahmoudi, D. (2013). Citizen Participation, 
Open  Innovation,  and  Crowdsourcing.  Journal of 
Planning Literature,  28(1),  3–18. 
https://doi.org/10.1177/0885412212469112 
Sethi, R. J. (2017). Crowdsourcing the Verification of Fake 
News and Alternative Facts. Proceedings of the 28th 
ACM Conference on Hypertext and Social Media, 315–
316. https://doi.org/10.1145/3078714.3078746 
Shipley, R., & Utz, S. (2012). Making it Count. Journal of 
Planning Literature,  27(1),  22–42. 
https://doi.org/10.1177/0885412211413133