Abstract is missing.
- Probing user opinions in an indirect way: an aspect based sentiment analysis of game reviewsBjörn Strååt, Harko Verhagen, Henrik Warpefelt. 1-7 [doi]
- Beyond skill-based rating systems: analyzing and evaluating player performanceAleksi Visti, Tapani N. Joelsson, Jouni Smed. 8-16 [doi]
- Terrain synthesis using noise by examplesTuomo Hyttinen, Erkki Mäkinen, Timo Poranen. 17-25 [doi]
- The role of stimuli in game idea generationAnnakaisa Kultima. 26-34 [doi]
- Ecosystem approach on medical game development: the relevant actors, value propositions and innovation barriersL. Litovuo, H. Makkonen, L. Aarikka-Stenroos, L. Luhtala, S. Makinen. 35-44 [doi]
- The intertwined role of play at game studios: an examination of office play strategiesAnnakaisa Kultima, Kati Alha. 45-53 [doi]
- Through the ludic glass: a cultural genealogy of gamificationVincenzo Idone Cassone. 54-62 [doi]
- Measuring the effect of "bottom-up" gamification in a microtask settingPascal Lessel, Maximilian Altmeyer, Marc Müller, Christian Wolff, Antonio Krüger. 63-72 [doi]
- Let's walk at work: persuasion through the brainwolk walking meeting appAino Ahtinen, Eeva Andrejeff, C. Harris, Kaisa Väänänen. 73-82 [doi]
- Off-the-shelf assessment of information ergonomicsJussi Okkonen, Tomi Heimonen, Laura Bordi. 83-89 [doi]
- Employee-developed ways to enhance information ergonomicsLaura Bordi, Jussi Okkonen, Jaana-Piia Mäkiniemi, Kirsi Heikkilä-Tammi. 90-96 [doi]
- Information initiates to future: if usedHannele Väyrynen. 97-102 [doi]
- Benefits and required capabilities of BI-tools in the private healthcareM. Ratia, Jussi Myllärniemi, Nina Helander. 103-109 [doi]
- Virtual prototyping in design reviews of industrial systemsSusanna Aromaa. 110-119 [doi]
- Depth cues in augmented reality for training of robot-assisted minimally invasive surgeryNicklas H. Christensen, Oliver G. Hjermitslev, Frederik Falk, Marco B. Madsen, Frederik H. Østergaard, Martin Kibsgaard, Martin Kraus, Johan Poulsen, Jane Petersson. 120-126 [doi]
- Assisting immersive virtual reality development with user experience design approachOtto Kauhanen, Heli Väätäjä, Markku Turunen, Tuuli Keskinen, Esa Sirkkunen, Turo Uskali, Vesa Lindqvist, Chelsea Kelling, Jussi Karhu. 127-136 [doi]
- Development of context cards: a bus-specific ideation tool for co-design workshopsElina Hildén, Jarno Ojala, Kaisa Väänänen. 137-146 [doi]
- Beyond MAYA for game-changing multisensory designRebekah A. Rousi, Johanna M. Silvennoinen, Piia M. H. Perälä, Jussi P. P. Jokinen. 147-153 [doi]
- Digitization for fun or reward?: a study of acceptance of wearable devices for personal healthcareDorina Rajanen, Min Weng. 154-163 [doi]
- From playground to salon: challenges in designing a system for online public debateAnders Sundnes Løvlie. 164-173 [doi]
- Finding and expressing news from structured dataLeo Leppänen, Myriam Munezero, Stefanie Sirén-Heikel, Mark Granroth-Wilding, Hannu Toivonen. 174-183 [doi]
- The role of social media in artisanal production: a case of craft beerDerek Foster, Ben Kirman, Conor Linehan, Shaun W. Lawson. 184-193 [doi]
- Using crowdfunding for extracting feedback: literature reviewAnnikka Lepola, Hannu Kärkkäinen. 194-202 [doi]
- Integrating micro-level interactions with social network analysis in tie strength research: the edge-centered approachOsku Torro, J. P. Gupta, Hannu Kärkkäinen, Henri Pirkkalainen, Ravikiran Vatrapu, Raghava Rao Mukkamala, A. Hussain. 203-209 [doi]
- The role of weak ties in enhancing knowledge workBoyang Zhang, Hannu Kärkkäinen, Jayesh Prakash Gupta, Karan Menon. 210-215 [doi]
- eXistenZ and the "object a"* of LacanAlexandre Saint-Jevin. 216-219 [doi]
- Enhancing user value of educational technology by three layer assessmentJ. Vuorio, J. Okkonen, J. Viteli. 220-226 [doi]
- Field-of-view extension for VR viewersIsmo Rakkolainen, Roope Raisamo, Matthew Turk, Tobias Höllerer. 227-230 [doi]
- Ambient bot: delivering daily casual information through eye contact with an intimate virtual creatureKota Gushima, Hina Akasaki, Tatsuo Nakajima. 231-234 [doi]
- HoloMoL: human memory augmentation with mixed-reality technologiesYuki Yamada, Keisuke Irie, Kota Gushima, Fumiko Ishizawa, Mohammed AlSada, Tatsuo Nakajima. 235-238 [doi]
- Towards a scenario of virtual mental health environments for school-aged childrenM. Hankala, Marja Kankaanranta, K. Kepler-Uotinen, Rebekah Rousi, S. Mehtälä. 239-242 [doi]
- Invisible houses: co-developing an augmented reality application for enhancing construction design processesMatti Luhtala, Johanna Lappi-Ramula, Sami Kalliokoski, Heidi Ukkonen, Maria Nevala. 243-246 [doi]
- Big data visualization as an auxiliary tool in designing a distribution network of a companyStanislav Kozlov. 247-250 [doi]
- Workshop on the internet of toys: character toys with digital dimensions and connectionsPirita Ihamäki, Katriina Heljakka. 251-254 [doi]
- Data-driven gamification designMichael Meder, Amon Rapp, Till Plumbaum, Frank Hopfgartner. 255-258 [doi]