Abstract is missing.
- Designing tailored gamification: A mixed-methods study on expert perspectives and user behavior in a gamified app for sustainability at workJeanine Krath, Ana Carolina Tomé Klock, Benedikt Morschheuser, Nikoletta Zampeta Legaki, Solip Park, Harald F. O. von Korflesch, Juho Hamari. 1-12 [doi]
- Relationship between gameful experience in the workplace and employee socialization: A pilot studyZigimantas Peciura. 13-24 [doi]
- A gamified career guidance platform with the potential to motivate young people intrinsicallyJessica Brandenburger, Monique Janneck. 25-36 [doi]
- The use of gamification to change commuters mobility behavior: A literature reviewAndrea Reindl, Melanie Juppe, Philipp Graf, Lisa-Maria Putz-Egger, Wolfgang Schildorfer. 37-46 [doi]
- Extracting game design elements from voice-enabled games: A review of Amazon Alexa skillsPaula Bräuer, Florian Werner 0004, Athanasios Mazarakis. 47-56 [doi]
- Does #Selling sell? Analyzing content of Cryptokitty traders' talk on DiscordAlesha Serada. 57-66 [doi]
- The role of game modality in the outcomes of gamification: A research agendaFederica Gini, Simone Bassanelli, Antonio Bucchiarone. 67-78 [doi]
- The ludospectator: Reconstruction of a hybrid, fluid, unstable identityRiccardo Retez. 79-85 [doi]
- What drives gamer toxicity? Essays from playersBastian Kordyaka, Samuli Laato, Juho Hamari, Tobias Scholz, Björn Niehaves. 86-95 [doi]
- Self-representation does (not) spark joy: Experiment on effects of avatar customisation and personality on emotions in VRMila Bujic, Anna-Leena Macey, Bojan Kerous, Anatolii Belousov, Oguz 'Oz' Buruk, Juho Hamari. 96-105 [doi]
- Pragmatic and hedonic experience of virtual maritime simulatorKimmo Tarkkanen, Juha Saarinen, Mika Luimula, Timo Haavisto. 106-112 [doi]
- Assistive technology in gaming: A survey of gamers with disabilitiesPauliina Baltzar, Lobna Hassan, Markku Turunen. 113-118 [doi]
- Self-tracking and gamification of physical activity: Effects on wellbeingElaine Marie Grech, Marie Briguglio, Emanuel Said. 119-131 [doi]
- How are gameful experience dimensions associated with intrinsic and extrinsic motivation? Results from an online vignette studyEetu Wallius, Ana Carolina Tomé Klock, Juho Hamari. 132-143 [doi]
- Higher education students' perceptions of point-based gamification in a Learning Management SystemAseel Berglund, Izabella Jedel. 144-153 [doi]
- Cognitive learning outcomes of virtual vs. in-person gamified workshops: A pre-post survey experimentSilvia Dopler, Denise Beil, Lisa-Maria Putz-Egger. 154-163 [doi]
- The experience of using virtual reality for interactive spatial visualisation of environmental dataIsak de Villiers Bosman, Annique Smith, Kwan Sui Dave Ka, Koos de Beer, Jan A Maritz. 164-175 [doi]
- Towards sylvan games: Exploring playful forest-technology interactionsMattia Thibault, Elpida Bampouni. 176-183 [doi]
- Gamified eco-driving: A systematic literature reviewEetu Wallius, Dicle Berfin Köse. 184-191 [doi]
- Improving green transport literacy through gamification: A structural equation modeling approachSilvia Dopler, Lisa-Maria Putz-Egger, Denise Beil. 192-198 [doi]