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About the Authors
[chapter]
2020
Retail Futures
Her research interests are multidisciplinary and include cross-cultural HCI and persuasive design, games user research methods, gamification, games for behavior change, and sustainable consumer behavior ...
He is a member of several professional bodies and an editorial board member of the Journal of Customer Behavior and has acted as a guest editor, reviewer, and track chair in academic journals and conferences ...
doi:10.1108/978-1-83867-663-620201022
fatcat:ubpxqzavzzbodofm4pzhxf2uh4
2019 Index IEEE Transactions on Learning Technologies Vol. 12
2020
IEEE Transactions on Learning Technologies
-March 2019 59-72 Guest Editorial: Special Issue on Early Prediction and Supporting of Learning Performance. ...
-March
2019 3-15
Adaptive Gamification for Learning Environments. Lavoue, E., +, TLT Jan.-
March 2019 16-28
Approaching Sustainability Learning Via Digital Serious Games. ...
doi:10.1109/tlt.2019.2961548
fatcat:vgjghhxvo5fhzalkovcjhvewqa
Languages of Games and Play
2020
ACM Computing Surveys
and improve the quality of games and play. ...
Digital games are a powerful means for creating enticing, beautiful, educational, and often highly addictive interactive experiences that impact the lives of billions of players worldwide. ...
In a guest editorial of a special issue on "general games", Browne et al. summarize the state-of-the art, challenges and directions for future research [10] . ...
doi:10.1145/3412843
fatcat:k25yj7aylbcg5k3ks4v5d5dueu
Serious Games, Debriefing, and Simulation/Gaming as a Discipline
2010
Simulation & Gaming
I suggest that the serious gaming community has much to offer the discipline of simulation/gaming and that debriefing is vital both for learning and for establishing simulation/gaming as a discipline. ...
These are development of the field, the notion of serious games, the importance of debriefing, the need for research, and the emergence of a discipline. ...
Author's Note My warm thanks go to several people for their insightful comments on an earlier draft of this editorial, they are Richard Duke, Richard Dukes, Jonathan Lean, Linda Lederman, Igor Mayer, Precha ...
doi:10.1177/1046878110390784
fatcat:4dm2rbvegfeqhbforzu66pdwty
EAI Endorsed Transactions on Pervasive Health and Technology Editorial Welcome message from the Editors
EAI Endorsed Transactions on Pervasive Health and Technology 01-05 2015 | Volume 01| Issue
unpublished
Currently he is involved in project on post-stroke rehabilitation -FP7 REHAB@HOME through persuasive gamification. ...
He is a reviewer for a number of journals, has been Guest Editor for a number of Special Issues, is Steering Committee member of Pervasive Health conference and was PC Chair of the 2013 edition. ...
fatcat:b7gmk2ncp5fl5ksyohjepkk7nm
OLJ December 2021 25(4)
2021
Online Learning
Acknowledgements This study is the improved version of the master thesis entitled, "The examination of gamification user types, motivation and academic achievement in open and distance learning", completed ...
A part of the thesis was also presented at 12 th International Conference of Education, Research, and Innovation (ICERI2019) and published in proceedings as a study entitled, "Distribution of Hexad gamification ...
, gamification experience and preferred game mode. ...
doi:10.24059/olj.v25i4.3164
fatcat:eklvlanbm5bgrix3gx2mlek3m4
Narrative Mechanics: Strategies and Meanings in Games and Real Life
[article]
2021
Zenodo
What do stories in games have in common with political narratives? This book identifies narrative strategies as mechanisms for meaning and manipulation in games and real life. ...
It shows that the narrative mechanics so clearly identifiable in games are increasingly used (and abused) in politics and social life. They have »many faces«, displays and interfaces. ...
Games are masterpieces of engineering and artistry. ...
doi:10.5281/zenodo.5821920
fatcat:t3hd6qe2prc4rfstaepnrwssbi
Gamers' Games: Narratives of conflict, independence and engagement in video game culture
2015
I look at the narratives about the historical origins of both gamers and games, the conflicts between consumers and publishers, the production of independent games and the use of games for doing things ...
of research and for our involvement in the discourses we produce, as both gamers and scholars. ...
They conclude that players are often trained and 'acted upon' by the game (28). ...
doi:10.25602/gold.00016594
fatcat:2gua7hvwgrcb3j6gzhfaplvrge
Volume 64.1 (2019)
2019
American Studies
, alongside guest writer Toiya K. ...
the answers to editorial queries only a click away. ...
Young, 4 Jeffrey Alan Shandler and Beth S. Wegner, 5 all provided the empirical framework for such an assessment. ...
doi:10.33675/amst/2019/1/1
fatcat:addjjjnrunc35gytlclm7nhvqy
Redakcja Editors Rada Programowa (w kolejności chronologicznej) Editorial Board (chronological order) Recenzenci Reviewers
unpublished
guest authorship. ...
Aesthetics of mass-produced things is one tool of persuasion. ...
fatcat:aiveyvqnircqlioutedk72fmwy
Playing with Virtual Reality: Early Adopters of Commercial Immersive Technology
2018
With Game Studies as a backdrop for analysis, the dissertation posits that the blurry relationship between labor and play held by most enthusiasts sustains the process of VR adoption. ...
Starting in 2016, relatively inexpensive head-mounted displays (HMDs) began to be manufactured and distributed by leaders in the game and information technology industries. ...
derive from VR, namely, game engines and rendering software. ...
doi:10.7916/d8m05nh3
fatcat:fydmvwg6x5bppm77gtt3pu5jia
Experience marketing as a modern promotion strategy for hotels chains
Маркетинг опыта как современная стратегия продвижения гостиничных сетей
2019
Маркетинг и маркетинговые исследования
Маркетинг опыта как современная стратегия продвижения гостиничных сетей
For many, these are uncharted waters, so we need to explore the best approaches and convince others to invest in our exploration. ...
Acknowledgements We are fortunate to have shared our journey of understanding how best to use digital marketing with thousands of students and many marketing professionals and we thank you for sharing ...
. Gamification -to engage consumers, social gaming can be a great way to encourage interaction and therefore reach. ...
doi:10.36627/2074-5095-2019-3-3-186-196
fatcat:35jotkp3zrhmza7e5t4vqgiglq
The Social Shift: How The Workplace Implements Intranets
[article]
2019
The workplace is constantly searching for faster and easier ways to get work done. Within large corporations, communication is key. ...
My thesis for this paper centralizes around the following question: What makes up an effective intranet? ...
Retrieved from https://www.encorebusiness.com/blog/yammer-vs-slack/ This was a great source for comparing collaboration tools. ...
doi:10.26153/tsw/2548
fatcat:5rugnqwzefcjpnotptgctrt6jm
Library instruction and information literacy 2018
2019
Reference Services Review
Design/methodology/approach This paper introduces and annotates English-language periodical articles, monographs, dissertations, reports and other materials on library instruction and information literacy ...
Originality/value The information may be used by librarians and anyone interested as a quick reference to literature on library instruction and information literacy. ...
and defend their position to a persuasive prompt in an email. ...
doi:10.1108/rsr-08-2019-0047
fatcat:3s2a6vaoufdrdpidqembop64pm
Sustainable Networking for Scientists and Engineers full book
[chapter]
2020
Sustainable Networking for Scientists and Engineers
for "improv games" or "theater games." ...
interesting communication challenges for scientists and engineers. ...
What networking looks like for you will be different than what it looks like for someone else, because we all have different strengths. ...
doi:10.1117/3.2535500.sup
fatcat:byaok73sxnbcrpgsi4amm3lyaa
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