Abstract is missing.
- Exploring the connection between gamification and student engagement in computer-supported collaborationAntti Knutas, Timo Hynninen, Annika Wolff, Jayden Khakurel. 1-12 [doi]
- Using gamification to teach forecasting in a business school settingNikoletta Zampeta Legaki, Kostas Karpouzis, Vassilios Assimakopoulos. 13-24 [doi]
- Development of a serious game as a method to support youth work: A case studyTanja Korhonen, Teija Ravelin, Raija Halonen. 25-34 [doi]
- Intrinsic integration in rational number games - A systematic literature reviewKristian Kiili, Antti Koskinen, Manuel Ninaus. 35-46 [doi]
- Investigating the effects of gamifying homework on students' perceived satisfaction, behavioral intention and intrinsic motivationAhmed Hosny Saleh Metwally, Ahmed Mohamed Fahmy Yousef, Yining Wang. 47-57 [doi]
- Punk gamificationMattia Thibault. 58-69 [doi]
- Towards a trading zone. A semiotic method for cross-disciplinary case study analysis of gamified systemsVincenzo Idone Cassone. 70-83 [doi]
- The foundations of Let's Play - Live action representation of video games in television and online 1975-2018Tero Kerttula. 84-93 [doi]
- Designing a comprehensive evaluation method for learning games - a general approach with specific application to iReadKay Berkling, Roger Gilabert Guerrero. 94-105 [doi]
- Gamification of physical activity: A systematic literature review of comparison studiesJonna Koivisto, Juho Hamari. 106-117 [doi]
- Effects of interactive storytelling and quests in cognitive rehabilitation for adultsMareike Gabele, Andrea Thoms, Julian Alpers, Steffi Hußlein, Christian Hansen 0001. 118-129 [doi]
- Non-player character as a companion in cognitive rehabilitation for adults - Characteristics and representationMareike Gabele, Andrea Thoms, Julian Alpers, Steffi Hußlein, Christian Hansen 0001. 130-141 [doi]
- Another dark side of gamification? How and when gamified service use triggers information disclosureSimon Trang, Welf H. Weiger. 142-153 [doi]
- A vignette study among order pickers about the acceptance of gamificationLisa-Maria Putz, Florian Hofbauer, Marius Mates. 154-166 [doi]
- The difference in intrinsic motivation when completing a prioritization task in a standard and gamified interfaceTracey Cassells, Daire O'Broin. 167-178 [doi]
- Transforming community engagement in credit unions: the potential for gamification to enable changeAgnessa Shpakova, Robert Mochrie, Kathryn Waite. 179-192 [doi]
- The Games We Play: Relationships between game genre, business model and loot box openingJoseph Macey, Juho Hamari. 193-204 [doi]
- The internet of art as a site for learning and fun - Playful experiences through augmented geocachingPirita Ihamäki, Katriina Heljakka. 205-216 [doi]
- A statistical analysis of Steam user profiles towards personalized gamificationXiaozhou Li, Chien Lu, Jaakko Peltonen, Zheying Zhang. 217-228 [doi]
- Badges or a leaderboard? How to gamify an augmented reality warehouse settingPaula Bräuer, Athanasios Mazarakis. 229-240 [doi]
- Virtual reality as a communication tool for fire safety - Experiences from the VirPa projectDavid Oliva, Brita Somerkoski, Kimmo Tarkkanen, Anttoni Lehto, Mika Luimula. 241-252 [doi]
- Climate change gamification: A literature reviewDorina Rajanen, Mikko Rajanen. 253-264 [doi]
- "Save the Water" - A China water management game projectMela Kocher, Anna Lisa Martin-Niedecken, Yu Li, Wolfgang Kinzelbach, Haijing Wang, René Bauer, Livio Lunin. 265-276 [doi]
- Revitalizing Viena Karelian dialect and culture with gamificationTriando Damiri Burlian, Parsa Sharmila, Paula Alavesa, Leena Arhippainen. 277-288 [doi]