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2nd GamiFIN 2018: Pori, Finland
- Jonna Koivisto, Juho Hamari:
Proceedings of the 2nd International GamiFIN Conference, Pori, Finland, May 21-23, 2018. CEUR Workshop Proceedings 2186, CEUR-WS.org 2018
Session 1: Gamification in education
- Nikoletta Zampeta Legaki, Vassilis Assimakopoulos:
F-LauReLxp: A gameful learning experience in forecasting. 1-10 - Jenni Majuri, Jonna Koivisto, Juho Hamari:
Gamification of education and learning: A review of empirical literature. 11-19 - Kristian Kiili, Antero Lindstedt, Manuel Ninaus:
Exploring characteristics of students' emotions, flow and motivation in a math game competition. 20-29 - Lobna Hassan, J. Tuomas Harviainen, Juho Hamari:
Enter Hogwarts: Lessons on how to gamify education from the wizarding world of Harry Potter. 30-39
Session 2: Organizational gamification and gamification of work
- Lisa-Maria Putz, Manuel Schmidt-Kraepelin, Horst Treiblmaier, Ali Sunyaev:
The influence of gamified workshops on students' knowledge retention. 40-47 - Hélder Ferreira, Catarina Roseira:
Antecedents and outcomes of middle managers' adoption of gamification as a strategic alignment tool. 48-54 - Kati Fager, Pauliina Tuomi, Jari Multisilta:
Gamifying facility service jobs - using personnel attitudes and perceptions for designing gamification. 55-64 - Mikael Johnsson:
Prisoner's dilemma as a workshop tool? 65-74
Session 3: Gamification in business and marketing
- Tobias Wolf, Welf H. Weiger, Maik Hammerschmidt:
Gamified services: How gameful experiences drive customer commitment. 75-82 - Joseph Macey, Juho Hamari:
A game of skill?: Miscognitions and problematic behaviour in video game players who gamble. 83-91 - Mikko Salminen, Simo Järvelä, Niklas Ravaja:
Economic decision-making in free-to-play games: A laboratory experiment to study the effects of currency conversion. 92-99 - Wanyu Xi, Min Jin, Han Gong, Quansheng Wang:
Touch or shake? The interaction effect between hand gesture and reward setting on the enjoyment of gamified marketing. 100-107
Session 4: eSports and streaming
- Maria Törhönen, Max Sjöblom, Juho Hamari:
Likes and views: Investigating internet video content creators perceptions of popularity. 108-114 - Veli-Matti Karhulahti, Kai Kimppa:
"Two Queens and a Pwn, Please." An ethics for purchase, loot, and advantage design in esports. 115-122 - Samuel Vansyngel, Arthur Velpry, Nicolas Besombes:
French esports institutionalization. 123-130 - Miia Siutila:
The gamification of gaming streams. 131-140
Session 5: Methods and practices of designing gamification
- Lobna Hassan, Benedikt Morschheuser, Nader Alexan, Juho Hamari:
First-hand experience of why gamification projects fail and what could be done about it. 141-150 - Xiaozhou Li:
A method to support gamification design practice with motivation analysis and goal modeling. 151-158 - Mikko Rajanen, Dorina Rajanen:
Heuristic evaluation in game and gamification development. 159-168 - Jaakko Kemppainen, Anne Pousi:
Gamifying a project plan - Case: The Project Game. 169-178
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