Abstract is missing.
- Gaze control ability of League of Legends players in various game situations: Perspectives from solo- ranked matchInhyeok Jeong, Donghyun Kim, Naotsugu Kaneko, Kimitaka Nakazawa. 1-9 [doi]
- Perceptions of esports and esport athleticism among gamersRadoslaw Trepanowski, Wu Li, Juho Hamari. 10-22 [doi]
- A toxic triad: Aggression, anger and authoritarianism - A study with multiplayer online battle arena game playersBastian Kordyaka, Samuli Laato, Björn Niehaves. 23-32 [doi]
- Exploring gamification in team sports: A scoping review and research agendaSandra Birnstiel, Benedikt Morschheuser. 33-46 [doi]
- The use of gamification and virtual reality in higher education: A literature reviewKristina Nagel, Maria Rauschenberger. 47-54 [doi]
- Gamified interventions for refugee children in primary education: A scoping studyKaterina Bizota, Maria Papadopoulou. 55-67 [doi]
- An educational leap of faith: Exploring the connections between instructional architectures and digital game spacesMichele Sardo, Mattia Thibault. 68-78 [doi]
- Improving critical graph reading skills: The potential might lie in game-based learningJuho Siuko, Elizabeth B. Cloude, Kristian Kiili. 79-87 [doi]
- Designing and implementing a global multilingual real-time location-based game as a novel highly gamified spatial crowdsourcing platformManuel Baer. 88-109 [doi]
- Designing locative human-forest interactions through playful design workshopsTimo Nummenmaa, Philip Chambers, Mattia Thibault, Samuli Laato, Ferran Altarriba Bertran, Daniel Fernández Galeote, Oguz Turan Buruk. 110-120 [doi]
- "Beavers don't walk on roads": Beaver-play for more-than-human cartographiesLinas Kristupas Gabrielaitis, Laura op de Beke, Oguz Turan Buruk, Velvet Spors, Ferran Altarriba Bertran. 121-131 [doi]
- Self-avatar representation matters: Deciphering user immersion in VR games through Steam reviewsDion Deng, Mila Bujic, Wang Chi Lee, Ming-rui Li, Juho Hamari. 132-141 [doi]
- Using serious games for (social) engagement in vision development for circular business parksJoline Carlijn Frens, Geertje Bekebrede, Jaco Quist. 142-149 [doi]
- What would Plato say? Concepts and notions from Greek philosophy applied to gamification mechanics for a meaningful and ethical gamificationKostas Karpouzis. 150-158 [doi]
- Untitled Bee Game: Be(e)ing mean to learn more about eco-sustainabilityFederico Bonetti, Simone Bassanelli, Antonio Bucchiarone, Federica Gini, Annapaola Marconi. 159-169 [doi]
- Gamifying responsibly: Sustainable HCI for the futureGeorgina Guillén Mandujano, Nevena Sicevic, Juho Hamari. 170-182 [doi]
- Promoting green mobility through gamified transportation campaignsSimone Bassanelli, Federica Gini, Antonio Bucchiarone, Annapaola Marconi. 183-193 [doi]