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5th GamiFIN 2021: Levi, Finland
- Mila Bujic, Jonna Koivisto, Juho Hamari:
Proceedings of the 5th International GamiFIN Conference, Levi, Finland, April 7-9, 2021 - (Organized as an online conference). CEUR Workshop Proceedings 2883, CEUR-WS.org 2021
Session 1: Gamification & Education
- Izabella Jedel, Adam Palmquist, Robin Munkvold, Ole Goethe, Hildur Jonasdottir, Erik Olsson:
An industry experiment of academic performance and drop-out in gamified distance education. 1-10 - Isabella Aura, Lobna Hassan, Juho Hamari:
My school is Hogwarts: Students' social behavior in storified classes. 11-20 - Juho Kahila, Satu Piispa-Hakala, Sanni Kahila, Teemu Valtonen, Henriikka Vartiainen, Matti Tedre:
"If the game does not work, it is lagging, or you die in game, you just get furious" - Children's experiences on gamer rage. 21-29 - Izabella Jedel, Adam Palmquist:
Teachers' perception and adoption of a gamified blended learning implementation in upper secondary education. 30-39
Session 2: Gamification & Health
- Maximilian Altmeyer, Pascal Lessel, Atiq Ur Rehman Waqar, Antonio Krüger
:
Design guidelines to increase the persuasiveness of achievement goals for physical activity. 40-49 - Agnessa Spanellis, Paula Andrea Zapata Ramirez, Polina Golovátina-Mora, Anna Borzenkova, Jose Mauricio Hernandez-Sarmiento:
Using gamification to develop shared understanding of the pandemic: COVID-19 in indigenous communities of Choco, Colombia. 50-59 - Maximilian Altmeyer, Marc Schubhan, Antonio Krüger
, Pascal Lessel:
A long-term investigation on the effects of (personalized) gamification on course participation in a gym. 60-69 - Chien Lu, Lobna Hassan, Oguz Turan Buruk, Timo Nummenmaa, Jaakko Peltonen:
"Switch" up your exercise: An empirical analysis of online user discussion of the Ring Fit Adventure exergame. 70-79
Session 3: Psychology of Gamification
- Henrik Wesseloh, Niklas Buddensiek, Tim Pantel, Felix M. Stein, Phillip Szelat, Matthias Schumann:
The role of gameful perception as a mediator for intrinsically motivating gamification. 80-89 - Ana Cláudia Guimarães Santos, Wilk Oliveira, Juho Hamari, Seiji Isotani:
Do people's user types change over time? An exploratory study. 90-99 - Jeanine Krath, Harald F. O. von Korflesch:
Designing gamification and persuasive systems: A systematic literature review. 100-109 - Wilk Oliveira, Olena Pastushenko, Luiz A. L. Rodrigues, Armando M. Toda, Paula T. Palomino, Juho Hamari, Seiji Isotani:
Does gamification affect flow experience? A systematic literature review. 110-119 - Joseph Macey, Juho Hamari, Max Sjöblom, Maria Törhönen:
Relationships between the consumption of gamblified media and associated gambling activities in a sample of esports fans. 120-129
Session 4: Gamification & Culture
- Mattia Thibault, Manuel F. Baer:
Urban gamification during lockdown and social isolation - From the teddy bear challenge to window expeditions. 130-139 - Samuli Laato, Sampsa Rauti:
Video games and religion: Lutheran Church employees' perspectives on similarities between virtual and spiritual worlds. 140-149 - Bo Kampmann Walther, Lasse Juel Larsen:
The art of speed: The ludification of cinematic television - The case of 24. 150-159 - Mattia Thibault, Nikoletta Zampeta Legaki, Oguz Turan Buruk, Juho Hamari:
Etsijä's call: Gamifying virtual conferences with alternate reality games. 160-169
Session 5: Gamification & Rising Industries
- Solip Park:
Migrated/ing game work: A case study of Korean game expats in Finland. 170-179 - Tobias M. Scholz, Lisa Völkel, Carolin Uebach, Volker Stein:
Game changer - A systematization of sport teams participating in esports. 180-189 - Joaquin Cestino-Castilla, Joseph Macey, Brian McCauley:
Aiming for validity: The experience of conflicts in legitimacy judgments in esports actors and new grassroots activism. 190-199
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