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1st GamiFIN 2017: Pori, Finland
- Pauliina Tuomi, Arttu Perttula:

Proceedings of the 1st International GamiFIN Conference, Pori, Finland, May 9-10, 2017. CEUR Workshop Proceedings 1857, CEUR-WS.org 2017
Session 1: Contemporary research on gamification
- Heli Tolonen, Teija Ravelin, Teija Lehto, Pauliina Tuomi, Sari Merilampi, Andrew Sirkka:

Serious games education for working life needs - a pilot study. 1-7 - Brita Somerkoski:

Green Cross: Collecting injury data at schools. 8-14 - Petri Saarikoski, Jaakko Suominen, Markku Reunanen:

Gamification of Digital Gaming - Video Game Competitions and High Score Tables as Prehistory of E-Sports in Finland in the 1980s and early 1990s. 15-21
Session 2: Gamification of education
- Md Sanaul Haque, Daire O'Broin, Joseph Kehoe:

Designing a Gamified Theory-Driven System Model for Postgraduate Research Students to Encouraging Progression and Connectedness. 22-31 - Alessandra Antonaci, Roland Klemke, Christian M. Stracke, Marcus Specht, Mario Spatafora, Kamelia Stefanova:

Gamification to empower information security education. 32-38 - Antero Lindstedt, Kristian Kiili:

Evaluating Playing Experience and Adoption of a Math Learning Game. 39-46 - Damien Mac Namara, Lisa Murphy:

Online Versus Offline Perspectives on Gamified Learning. 47-52
Session 3: Cultural approach on gamification
- Usva Friman, Riikka Turtiainen:

From Gamification to Funification of Exercise: Case Zombie Run Pori 2015. 53-59 - Dorothea Papathanasiou-Zuhrt, Daniel-Fernando Weiss-Ibanez, Aldo Di Russo:

The gamification of heritage in the unesco enlisted medieval town of Rhodes. 60-70 - Pirita Ihamäki, Katriina Heljakka:

The Sigrid-Secrets Geocaching Trail: Influencing Well-being through a Gamified Art Experience. 71-80 - Hanna Ahtosalo, Toni Heinonen, Elviira Pulli, Gwénaël Mauffrey, Tapani N. Liukkonen:

Life in Finland - Gamifying Integration Material Through an Interactive Novel. 81-86
Session 4: Gamification & design
- Mikko Rajanen, Dorina Rajanen:

Usability benefits in gamification. 87-95 - Sami Hyrynsalmi, Jouni Smed, Kai Kimppa:

The Dark Side of Gamification: How We Should Stop Worrying and Study also the Negative Impacts of Bringing Game Design Elements to Everywhere. 96-104 - Mattia Thibault:

Play as a modelling system - A semiotic analysis of the overreaching prestige of games. 105-110
Session 5: Motivational & behavioral factors of gamification
- Harri T. Luomala, Jenniina Sihvonen, Henna Syrjälä, Tuomas Mäkilä, Kaisa Könnölä, Tapani N. Liukkonen, Saara Lunden, Mari Sandell:

Linking digital game-playing motivations to food consumption. 111-119 - Ryan Rui Yang Tan, Vivian Hsueh-Hua Chen:

Gamification: Influencing value-perception of target behaviours. 120-128 - Stavros Lounis, Dimosthenis Kotsopoulos, Cleopatra Bardaki, Thanasis G. Papaioannou, Katerina Pramatari:

Waste no more: Gamification for energy efficient behaviour at the workplace. 129-134
Session 6: Health & gamification
- Heidi Parisod, Anni Pakarinen, Anna Axelin, Eliisa Löyttyniemi, Jouni Smed, Sanna Salanterä:

Acceptability of and demand for a tobacco-related health game application in early adolescents with different gender, age and gaming habits. 135-140 - Anni Pakarinen, Heidi Parisod, Iiro Linden, Minna Elisabeth Aromaa, Jouni Smed, Ville Leppänen, Sanna Salanterä:

Usability of a gamified application to promote family wellbeing in child health clinics. 141-149 - Jaana-Maija Koivisto, Jari Multisilta, Elina Haavisto:

Possible Benefits of Gamification for Improving Surgical Patients' Quality of Care. 150-156

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