Automating Gamification Personalization: To the User and Beyond
Read MoreDefining gameful experience as a psychological state caused by gameplay: Replacing the term ‘Gamefulness’ with three distinct constructs
Read MoreEscaping the inactive classroom: Escape Rooms for teaching technology
Read MoreEnhancing statistical literacy skills through real life activities enriched with gamification elements: An experimental study
Read MorePlaying for Hate? Extremism, Terrorism, and Videogames
Read MoreThe effectiveness of board game towards soft skills development for higher education
Read MoreThe impact of game-based learning (GBL) on students’ motivation, engagement and academic performance on an Arabic language grammar course in higher education
Read MoreThe impact of game-based learning (GBL) on students’ motivation, engagement and academic performance on an Arabic language grammar course in higher education
Read MorePersonalization of serious games for learning
Read MoreGamified learning in higher education: A systematic review of the literature
Read MoreA systematic review of the use of gamification in flipped learning
Read MoreWhen ignorance is bliss: The role of curiosity in online games adoption
Read MoreAgainst Game Studies
Read MoreTowards Ethical Guidelines of Location-Based Games: Challenges in the Urban Gaming World
Read MoreMaking the grade: Feminine lack, inclusion, and coping strategies in digital games higher education
Read MoreMeasuring the Influence of Web Features in the Online Gamification Environment: A Multimediation
Read MoreApplying and Facilitating Serious Location-Based Games
Read MoreA Gameful Organizational Assimilation Process: Insights from World of Warcraft for Gamification Design
Read MoreSocial Factors Influence on Accounting Students Attitude to Use Games Based Learning
Read MoreSystems & Design Thinking – From Practice to Theory in Game Design
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