Abstract is missing.
- Transmedia in the classroom: breaking the fourth wallPaul R. J. Teske, Theresa Horstman. 5-9 [doi]
- Water simulation methods for games: a comparisonTimo Kellomäki. 10-14 [doi]
- Defining gamification: a service marketing perspectiveKai Huotari, Juho Hamari. 17-22 [doi]
- Soviet and American precursors to the gamification of workMark J. Nelson. 23-26 [doi]
- Technology trees in digital gamingTeemu J. Heinimäki. 27-38 [doi]
- ArCHI: engaging with museum objects spatially through whole body movementAva Fatah gen. Schieck, Ana Maria Moutinho. 39-45 [doi]
- Convergence media and the digital vernacular - towards the auto-documentary: 24-hours.in revisitedRichard Vickers, James Field. 46-50 [doi]
- "CheckinDJ" using check-ins to crowdsource music preferencesDan Burnett, Mark Lochrie, Paul Coulton. 51-54 [doi]
- Little red-smart-hood: envisioning how ambient and ubiquitous technologies may affect future everyday lifeDimitris Grammenos. 57-60 [doi]
- Capacitive 3D user tracking with a mobile demonstration platformMiika Valtonen, Tero Kivimäki, Jukka Vanhala. 61-63 [doi]
- Photo sharing in small groups: identifying design drivers for desired user experiencesJarno Ojala, Sanna Malinen. 69-76 [doi]
- A topographical study of persuasive play in digital gamesLindsay D. Grace. 77-82 [doi]
- The player's parasocial interaction with digital entitiesKatrine Kavli. 83-89 [doi]
- A methodology on extracting reusable software candidate components from open source gamesApostolos Ampatzoglou, Ioannis Stamelos, Antonios Gkortzis, Ignatios S. Deligiannis. 93-100 [doi]
- Why some obsolete media stick around: the case of the LP recordTomi Nokelainen, Ozgur Dedehayir. 105-112 [doi]
- Augmented reality enriches hybrid mediaSanni Siltanen, Maiju Aikala. 113-116 [doi]
- How do B2B companies motivate participation in online innovation?Anette Bengs, Annika Wiklund-Engblom. 119-124 [doi]
- Semantic metadata in the news production process: achievements and challengesTassilo Pellegrini. 125-133 [doi]
- Can crowdsourcing really be used in B2B innovation?Hannu Kärkkäinen, Jari Jussila, Jani Multasuo. 134-141 [doi]
- Life story: constructing a memoir writing serviceTiina Kymäläinen, Johan Plomp. 147-153 [doi]
- End-user recommendations of mobile services: from physical encounters to digital service sharingKaisa Väänänen-Vainio-Mattila, Zeynep Ahmet. 154-157 [doi]
- Going through the clouds: search overviews and browsing of moviesNuno Gil, Nuno Silva, A. Eduardo Dias, Pedro Martins, Thibault Langlois, Teresa Chambel. 158-165 [doi]
- Children and intuitiveness of interaction: a study on gesture-based interaction with augmented realityElse Lagerstam, Thomas Olsson, Tatu Harviainen. 169-174 [doi]
- The vanishing display: an autovisible immaterial displayKarri T. Palovuori, Ismo Rakkolainen. 175-177 [doi]
- Designing 3D virtual music club spaces by utilizing mixed UX methods: from sketches to self-expression methodLeena Arhippainen, Minna Pakanen, Seamus Hickey. 178-184 [doi]
- Image space: an empirical study of geotagged mobile media content capture and sharingAndrés Lucero, Marion Boberg, Sanna Malinen, Kaisa Väänänen-Vainio-Mattila. 187-194 [doi]
- A usability test of whitelist and blacklist-based anti-phishing applicationLinfeng Li, Marko Helenius, Eleni Berki. 195-202 [doi]
- Design and evaluation of icons for 3D GUI on tabletsMinna Pakanen, Leena Arhippainen, Seamus Hickey. 203-206 [doi]
- Web tool for traffic engineers: direct manipulation and visualization of vehicular traffic using Google mapsTomi Juntunen, Vassilis Kostakos, Mikko Perttunen, Denzil Ferreira. 209-210 [doi]
- A prototype social learning platform for children with diabetes type 1Peter Bomark, Gunn J. Evertsen, Ellen Brox, Johannes Hirche, Pia Yliräisänen-Seppänen. 211-213 [doi]
- Ambient communication and sense of presence deviceHarri Pensas, Konstantinos P. Liolis, Antti-Matti Vainio, Bernhard Wöckl, Tero Kivimäki, Jukka Vanhala. 214-216 [doi]
- Space bugz!: a smartphone-controlled crowd gameAlexander Birke, Henrik Schoenau-Fog, Lars Reng. 217-219 [doi]
- 3D object reconstruction processing chain for extensible virtual spacesMiika Santala, Juha Hyvärinen, Seamus Hickey, Jarkko Vatjus-Anttila. 223-224 [doi]
- From sketches and user evaluations to 3D modelsJulianna Hemmoranta, Leena Arhippainen, Minna Pakanen, Seamus Hickey. 225-226 [doi]
- Playing in the wild: enhancing user engagement in field evaluation methodsAmon Rapp, Alessandro Marcengo, Luca Console, Rossana Simeoni. 227-228 [doi]
- User participation in co-creative services: developing virtual and augmented reality tools for do-it-yourself home designVirpi Oksman, Sanni Siltanen, Mari Ainasoja. 229-230 [doi]
- Social media marketing for financial productsArtur Lugmayr. 231-232 [doi]
- The development of ambient TV in 2016Hao Zheng, Yuan Fu, Artur Lugmayr. 233-236 [doi]
- Making and analyzing games: not as art, but as literatureLindsay D. Grace. 237-240 [doi]
- Evaluation of continuation desire as an iterative game development methodHenrik Schoenau-Fog, Alexander Birke, Lars Reng. 241-243 [doi]
- A research design of potential application of public screen in student vicinityYuan Fu, Artur Lugmayr, Zheng Hao. 244-246 [doi]
- Text-TV + Twitter = a new form of social TV?Pauliina Tuomi. 249-254 [doi]
- Sharing and navigating 360° videos and maps in sigh surfersGonçalo Noronha, Carlos Álvares, Teresa Chambel. 255-262 [doi]
- Creating a playful experience to encourage participation in the meta-narrative of conference discussionsMark Lochrie, Paul Coulton. 263-266 [doi]
- Living wood: a self-hiding calm user interfaceLasse Kaila, Henrik Raula, Miika Valtonen, Karri T. Palovuori. 267-274 [doi]
- The effect of shape properties on ad-hoc shape replication with mouse, pen, and touch inputStanislaw Zabramski, Wolfgang Stuerzlinger. 275-278 [doi]
- Improved accuracy tracking using synchronized Wiimote camerasHeikki Kosola, Timo Vuorela, Karri T. Palovuori. 279-282 [doi]
- Video game market segmentation based on user behaviorKaveh Khaleghi, Artur Lugmayr. 283-286 [doi]
- Paximadaki, the game: creating an advergame for promoting traditional food productsDimitris Grammenos, George Margetis, Panayotis Koutlemanis, Xenophon Zabulis. 287-290 [doi]
- User centric social diabetes game design for childrenEllen Brox, Johannes Hirche, Gunn J. Evertsen, Pia Yliräisänen-Seppänen, Peter Bomark. 291-293 [doi]
- Mobile communication, gamification and ludificationMaura Bouca. 295-301 [doi]
- When a video game transforms to mobile phone controlled team experienceArttu Perttula. 302-309 [doi]