Innovating Education: I-Gime for Learning
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Read MoreDesigning Movement-based Play and Games - In Theory and Practice
Read MoreTo Use or Not to Use: Impact of Personality on the Intention of Using Gamified Learning Environments
Read MoreExamining the effects of mixed and non-digital gamification on students' learning performance, cognitive engagement and course satisfaction
Read MoreLevelling Up Organisational Learning Through Gamification: Based on Evidence from Public Sector Organisations in India
Read MoreDigital Game-Based Learning: Foundations, Applications, and Critical Issues
Read MoreValidation and Prioritization of Design Options for Accessible Player Experiences
Read MoreSerious games may shape the future of accounting education by exploring hybrid skills
Read MoreImpact of Reacting to the Past and Effect of Role onStudent Attributes and Academic Outcomes
Read MoreThe Player Experience and Design Implications of Narrative Games
Read MoreGamification, Manipulation, and Domination
Read MoreStudents' intention to use gamification and virtual reality in the hybrid learning process: an empirical study in the training of technical professionals
Read MoreLeveraging Gamification into EFL Grammar Class to Boost Student Engagement
Read MoreDesign Principles for Integrating Gamification into Distance Learning Programs in Higher Education: A Mixed Method Study
Read More“Alexa, can we design gamification without a screen?” - Implementing cooperative and competitive audio-gamification for intelligent virtual assistants
Read MoreGamification in innovation teams
Read MoreFeatures of gamification component introduction during the development of constructive strategies for overcoming youth life crises
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