Uncovering associations between users' behaviour and their flow experience
Read MoreGoal Playable Concepts
Read MoreGamified metacognitive prompts in a higher education flipped classroom
Read MoreGamification for Climate Change Engagement: A User-Centered Design Agenda
Read MoreDesign Principles for Gamified Pedagogical Conversational Agents
Read MoreSupporting the Appropriation of Historical Practices in a Game-Based Undergraduate History Classroom
Read MoreUsing a bio-metric feedback device to enhance player experience in horror games
Read MoreAffective Uplift During Video Game Play: A Naturalistic Case Study
Read MoreTrain vs. Play: Evaluating the Effects of Gamified and Non-Gamified Wheelchair Skills Training Using Virtual Reality
Read MoreThe use of gamification strategies to enhance employees’ attitudes towards e-training systems
Read MoreDigital Game-Based Learning as a Strategy to Expand Vocational Students’ Vocabulary: A Mixed Methods Approach
Read MorePerceptual Learning, Cognitive Learning, and Learning From Video Games: Commonalities With Children’s Learning From Digital Media
Read MoreToward a Mid-Range Design Theory for Developing Pedagogically Effective Serious Games
Read MoreA Review of Tools for the Design and Development of Online Interactive Gamified Content: A Simulation Study
Read MoreThinking Out of the Box in English Linguistics, Language Teaching, Translation and Terminology
Read MoreSerious games research streams for social change: Critical review and framing
Read MoreThe Use of Gamification in the Self-Management of Patients With Chronic Diseases: Scoping Review
Read MoreFinding Ludemes In Modern Board Games: Analyzing The Top Number One Games Of Board Game Week
Read MoreInvestigating students' motivation and cultural heritage learning in a gamified versus non-gamified VR environment
Read MoreEnhancing User Engagement in AI Auditing Through Gamification and Storytelling
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