Abstract is missing.
- Serious games education for working life needs - a pilot studyHeli Tolonen, Teija Ravelin, Teija Lehto, Pauliina Tuomi, Sari Merilampi, Andrew Sirkka. 1-7 [doi]
- Green Cross: Collecting injury data at schoolsBrita Somerkoski. 8-14 [doi]
- Gamification of Digital Gaming - Video Game Competitions and High Score Tables as Prehistory of E-Sports in Finland in the 1980s and early 1990sPetri Saarikoski, Jaakko Suominen, Markku Reunanen. 15-21 [doi]
- Designing a Gamified Theory-Driven System Model for Postgraduate Research Students to Encouraging Progression and ConnectednessMd Sanaul Haque, Daire O'Broin, Joseph Kehoe. 22-31 [doi]
- Gamification to empower information security educationAlessandra Antonaci, Roland Klemke, Christian M. Stracke, Marcus Specht, Mario Spatafora, Kamelia Stefanova. 32-38 [doi]
- Evaluating Playing Experience and Adoption of a Math Learning GameAntero Lindstedt, Kristian Kiili. 39-46 [doi]
- Online Versus Offline Perspectives on Gamified LearningDamien Mac Namara, Lisa Murphy. 47-52 [doi]
- From Gamification to Funification of Exercise: Case Zombie Run Pori 2015Usva Friman, Riikka Turtiainen. 53-59 [doi]
- The gamification of heritage in the unesco enlisted medieval town of RhodesDorothea Papathanasiou-Zuhrt, Daniel-Fernando Weiss-Ibanez, Aldo Di Russo. 60-70 [doi]
- The Sigrid-Secrets Geocaching Trail: Influencing Well-being through a Gamified Art ExperiencePirita Ihamäki, Katriina Heljakka. 71-80 [doi]
- Life in Finland - Gamifying Integration Material Through an Interactive NovelHanna Ahtosalo, Toni Heinonen, Elviira Pulli, Gwénaël Mauffrey, Tapani N. Liukkonen. 81-86 [doi]
- Usability benefits in gamificationMikko Rajanen, Dorina Rajanen. 87-95 [doi]
- The Dark Side of Gamification: How We Should Stop Worrying and Study also the Negative Impacts of Bringing Game Design Elements to EverywhereSami Hyrynsalmi, Jouni Smed, Kai Kimppa. 96-104 [doi]
- Play as a modelling system - A semiotic analysis of the overreaching prestige of gamesMattia Thibault. 105-110 [doi]
- Linking digital game-playing motivations to food consumptionHarri T. Luomala, Jenniina Sihvonen, Henna Syrjälä, Tuomas Mäkilä, Kaisa Könnölä, Tapani N. Liukkonen, Saara Lunden, Mari Sandell. 111-119 [doi]
- Gamification: Influencing value-perception of target behavioursRyan Rui Yang Tan, Vivian Hsueh-hua Chen. 120-128 [doi]
- Waste no more: Gamification for energy efficient behaviour at the workplaceStavros Lounis, Dimosthenis Kotsopoulos, Cleopatra Bardaki, Thanasis G. Papaioannou, Katerina Pramatari. 129-134 [doi]
- Acceptability of and demand for a tobacco-related health game application in early adolescents with different gender, age and gaming habitsHeidi Parisod, Anni Pakarinen, Anna Axelin, Eliisa Löyttyniemi, Jouni Smed, Sanna Salanterä. 135-140 [doi]
- Usability of a gamified application to promote family wellbeing in child health clinicsAnni Pakarinen, Heidi Parisod, Iiro Linden, Minna Elisabeth Aromaa, Jouni Smed, Ville Leppänen, Sanna Salanterä. 141-149 [doi]
- Possible Benefits of Gamification for Improving Surgical Patients' Quality of CareJaana-Maija Koivisto, Jari Multisilta, Elina Haavisto. 150-156 [doi]