Abstract is missing.
- An industry experiment of academic performance and drop-out in gamified distance educationIzabella Jedel, Adam Palmquist, Robin Munkvold, Ole Goethe, Hildur Jonasdottir, Erik Olsson. 1-10 [doi]
- My school is Hogwarts: Students' social behavior in storified classesIsabella Aura, Lobna Hassan, Juho Hamari. 11-20 [doi]
- "If the game does not work, it is lagging, or you die in game, you just get furious" - Children's experiences on gamer rageJuho Kahila, Satu Piispa-Hakala, Sanni Kahila, Teemu Valtonen, Henriikka Vartiainen, Matti Tedre. 21-29 [doi]
- Teachers' perception and adoption of a gamified blended learning implementation in upper secondary educationIzabella Jedel, Adam Palmquist. 30-39 [doi]
- Design guidelines to increase the persuasiveness of achievement goals for physical activityMaximilian Altmeyer, Pascal Lessel, Atiq Ur Rehman Waqar, Antonio Krüger. 40-49 [doi]
- Using gamification to develop shared understanding of the pandemic: COVID-19 in indigenous communities of Choco, ColombiaAgnessa Spanellis, Paula Andrea Zapata Ramirez, Polina Golovátina-Mora, Anna Borzenkova, Jose Mauricio Hernandez-Sarmiento. 50-59 [doi]
- A long-term investigation on the effects of (personalized) gamification on course participation in a gymMaximilian Altmeyer, Marc Schubhan, Antonio Krüger, Pascal Lessel. 60-69 [doi]
- "Switch" up your exercise: An empirical analysis of online user discussion of the Ring Fit Adventure exergameChien Lu, Lobna Hassan, Oguz Turan Buruk, Timo Nummenmaa, Jaakko Peltonen. 70-79 [doi]
- The role of gameful perception as a mediator for intrinsically motivating gamificationHenrik Wesseloh, Niklas Buddensiek, Tim Pantel, Felix M. Stein, Phillip Szelat, Matthias Schumann. 80-89 [doi]
- Do people's user types change over time? An exploratory studyAna Cláudia Guimarães Santos, Wilk Oliveira, Juho Hamari, Seiji Isotani. 90-99 [doi]
- Designing gamification and persuasive systems: A systematic literature reviewJeanine Krath, Harald von Korflesch. 100-109 [doi]
- Does gamification affect flow experience? A systematic literature reviewWilk Oliveira, Olena Pastushenko, Luiz Rodrigues, Armando M. Toda, Paula T. Palomino, Juho Hamari, Seiji Isotani. 110-119 [doi]
- Relationships between the consumption of gamblified media and associated gambling activities in a sample of esports fansJoseph Macey, Juho Hamari, Max Sjöblom, Maria Törhönen. 120-129 [doi]
- Urban gamification during lockdown and social isolation - From the teddy bear challenge to window expeditionsMattia Thibault, Manuel F. Baer. 130-139 [doi]
- Video games and religion: Lutheran Church employees' perspectives on similarities between virtual and spiritual worldsSamuli Laato, Sampsa Rauti. 140-149 [doi]
- The art of speed: The ludification of cinematic television - The case of 24Bo Kampmann Walther, Lasse Juel Larsen. 150-159 [doi]
- Etsijä's call: Gamifying virtual conferences with alternate reality gamesMattia Thibault, Nikoletta Zampeta Legaki, Oguz Turan Buruk, Juho Hamari. 160-169 [doi]
- Migrated/ing game work: A case study of Korean game expats in FinlandSolip Park. 170-179 [doi]
- Game changer - A systematization of sport teams participating in esportsTobias M. Scholz, Lisa Völkel, Carolin Uebach, Volker Stein. 180-189 [doi]
- Aiming for validity: The experience of conflicts in legitimacy judgments in esports actors and new grassroots activismJoaquin Cestino-Castilla, Joseph Macey, Brian McCauley. 190-199 [doi]