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Relationships between the consumption of gamblified media and associated gambling activities in a sample of esports fans
(CEUR-WS, 2021)
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Recent years have seen increasing academic attention to the ways in which the convergence of video gaming and gambling creates novel activities, relationships, and business practices. The scale and pace of this convergence ...
Etsijä's Call : Gamifying virtual conferences with alternate reality games
(CEUR Workshop Proceedings, 2021)
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Gamification has spread into almost all scientific fields as a way to achieve beneficial outcomes such as productivity, engagement, learning and health. However, gamification has been less applied into enhancing scientific ...
My school is Hogwarts : Students' social behavior in storified classes
(CEUR Workshop Proceedings, 2021)
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For decades, educators have been exploring various ways to, not only educate, but also to create engaging classrooms and to foster positive social experiences amongst students. To these ends, many educators have now taken ...
Delivering WHO's Life-Saving Information in Real-Time During a Pandemic Through an Online Learning Platform : Evidence from Global Use
(IOS Press, 2021-05-27)
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Accessibility, multilingualism and real-time knowledge transfer are the tenets of the OpenWHO learning platform. A descriptive analysis was conducted using anonymised statistical datasets retrieved from the OpenWHO reporting ...
Intercultural Film Education Online
(ACM, 2021-06-01)
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Film education is a concept that encompasses the ability to analyse the content and the context of films, to interpret and critically examine their meanings, and to produce a film of one's own. The research in film education ...
Learning outcomes during information search in digital archives
(Association for Information Science and Technology (ASIS&T), 2021-10-16)
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Tweeting CEOs, Opinion Leadership, and the Social Capital of Companies
(Springer, 2021)
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In the internet era, companies must have an online presence. As a result, when companies participate in various discourses in the online public communication spheres, they also participate in the construction of shared ...
The Role Sound Plays in Games : A Thematic Literature Study on Immersion, Inclusivity and Accessibility in Game Sound Research
(Association for Computing Machinery, 2021)
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As technologies and the sophistication of games evolve, so do the possibilities to immerse players in multi-sensorial experiences for different purposes and in different ways. The design and development of the auditory ...
Gameful self-regulation : A study on how gamified self-tracking features evoke gameful experiences
(IEEE Computer Society, 2020)
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Gamification has become one of the top engagement technology trends of recent times. It refers to designing and transforming systems, services, and activities to afford gameful experiences as good games do, commonly ...