Just Fun and Games? A Sociological Consideration of Fun in Video Games
Read MoreEngagement and creativity in gamified remote co-design workshops: A comparison experimental study
Read MoreCheat Codes as External Support for Players Navigating Fear of Failure and Self-Regulation Challenges In Digital Games
Read MoreRePresent: Enabling Access to Justice for Pro Se Litigants via Co-Authored Serious Games
Read MoreTeachers' Perceptions of Game-Based Learning for Students with Special Needs: A Focus on ADHD
Read MoreAI technologies for social emotional learning: recent research and future directions
Read MoreWhat Motivates People To Contribute: A Study On The Gamification Of Github
Read MoreWhy Larp?! A Synthesis Paper on Live Action Roleplay in Relation to HCI Research and Practice
Read MoreAbstracting the Battlefield: Designers on Evolving Mechanisms, Historical Accuracy, and Representation in Modern Wargames
Read MoreA toxic triad: Aggression, anger, and authoritarianism - A study with multiplayer online battle arena game players
Read MoreTowards Standardization: Gamification Tool In Educational Contexts
Read MoreThe Impact of Gamification Depth on Higher Educational Students’ Intrinsic Motivation and Performance Levels
Read MoreEnhancing Spatial Cognition in Online Virtual Museum Environments: Integrating Game-Based Navigation Strategies for Improved User Experience
Read MoreFlipped Classroom, Gamification and Game-Based Learning in the Traditional Classroom and in Non-Formal Education
Read MoreTowards Improving Public Outdoor Sports Facilities by Gamification for Well-being
Read MorePlaying to learn: developing self-directed learning skills through serious games
Read MoreThe Impact of Integrating Various Digital Games in EFL Classrooms on Soft Skills Development
Read MoreDesigning Gamified Virtual Reality Platforms for Collaborative Work: A User-Centered Approach
Read MoreAnalogue Game-Based Learning to Address Underemployment of People with Intellectual Disability: Resources and Best Practices
Read MoreThe impact of gamification on training, work engagement, and job satisfaction in banking
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