All Stories

  1. WorkVoyage: A Playful Survey for Evaluating Quality of Work Life
  2. Dilemma and Conflict Management in Virtual Reality for Teacher Education Students
  3. An Auto Battler Game to Engage High School Student's Understanding of Ionic Bonds in Chemistry
  4. 3. Mixed methods: det dynamiske og komplekse møtet mellom kvalitative og kvantitative perspektiver
  5. A Systematic Review of Examples and the Effectiveness of Game-Based Learning Used To Teach History in K-12 Education
  6. A Serious Game for Promoting Knowledge about Suicidal Thoughts for Students at Higher Education
  7. VR traffic simulations for enhancing the driving theory for student drivers
  8. About Architects’ Perception of Quality of Life—Impact, Practice, and Barriers
  9. A Dynamic Engagement Model to Provide Ecological Awareness of the Climate Crisis through Video Games
  10. VR Technology in an Engaging Early Childhood Teacher Education
  11. An Engaging Mobile Application for Tourists with Gamification Elements that Promotes Lesser-Known Coffee Shops in the Copenhagen Suburbs
  12. A game to strengthen Danish high school student's understanding of the periodic table
  13. A serious game about the plastic pollution in the oceans
  14. Increased work satisfaction with implemented circadian lighting in a hospital
  15. How can a foundation be outlined for a successful serious game to increase reading engagement
  16. Making Fiscal Policy Engaging for Students in Social Studies by Used Game-Based Learning
  17. How to teach history with use of Game-Based Learning
  18. How to Design a Successful Training Application with Used Mobile Augmented Reality
  19. Correction to: Design and Evaluation of a Serious Game to Supplement Pupils’ Understanding of Molecular Structures in Chemistry
  20. Tell me what you see: An exploratory investigation of visual mental imagery evoked by music
  21. Identifying Nurses’ Perception of a Lighting Installation in a Newly Built Hospital
  22. Making homework fun: The effect of game-based learning on reading engagement
  23. Associations among social engagement, meal‐related behaviour, satisfaction with food‐related life and wellbeing in Danish older adults living alone
  24. Perceived visual comfort and usefulness of a circadian lighting system implemented at a nursing home
  25. An Augmented Reality Training Application for Service and Maintenance of a Medical Analyzer: A UX Approach to Usefulness and User Satisfaction
  26. Photo Analysis for Characterizing Food-Related Behavior and Photo Elicitation to Set-Up a Mixed Reality Environment for Social Eating Among Older Adults Living at Home
  27. Staff’s Perceived Visual Comfort and Perceived Usefulness of a Circadian Lighting System
  28. Engagement with and Awareness of the Plastic Crisis through a Serious Game
  29. What is a smart city? How is it perceived? What are the advantages, and barriers in a Smart City?
  30. An Engaging Serious Game Aiming at Awareness of Therapy Skills Associated with Social Anxiety Disorder
  31. An experiment of double dynamic lighting in an office responding to sky and daylight: Perceived effects on comfort, atmosphere and work engagement
  32. Can a Serious Game Be Designed to Increase Engagement in a Mandatory Postmodern Novella at Danish Gymnasiums?
  33. Design and Evaluation of a Serious Game to Supplement Pupils’ Understanding of Molecular Structures in Chemistry
  34. Increasing Reading Engagement for Danish Gymnasium Students: The Hosier and His Daughter as a Serious Game
  35. How to design and evaluate a serious game associated with social anxiety disorder
  36. Eating together while being apart: A pilot study on the effects of mixed-reality conversations and virtual environments on older eaters’ solitary meal experience and food intake
  37. Creating user stereotypes for persona development from qualitative data through semi-automatic subspace clustering
  38. How to Design Potential Solutions for a Cross-country Platform that Leverages Students’ Diversity: A User-Centered Design Approach – and Its Challenges
  39. Reading the Little Mermaid through a Serious Game
  40. Older adults eating together in a virtual living room: opportunities and limitations of eating in augmented virtuality
  41. Advantages and challenges of using mobile ethnography in a hospital case study: WhatsApp as a method to identify perceptions and practices
  42. Where would you like to eat? A formative evaluation of mixed-reality solitary meals in virtual environments for older adults with mobility impairments who live alone
  43. How to Design and Measure a Serious Game Aiming at Emotional Engagement of Social Anxiety
  44. A contextual identification of home-living older adults' positive mealtime practices: A honeycomb model as a framework for joyful aging and the importance of social factors
  45. How to evaluate emotional experiences in television drama series
  46. Emotional experiences in television drama
  47. How are smart cities perceived by project leaders and participants in an ongoing project: The challenge of evaluating smart cities
  48. A Systematic Review of Behavioural Interventions Promoting Healthy Eating among Older People
  49. How to Increase Boys’ Engagement in Reading Mandatory Poems in the Gymnasium: Homer’s “The Odyssey” as Transmedia Storytelling with the Cyclopeia Narrative as a Computer Game
  50. Driving pleasure and perceptions of the transition from no automation to full self-driving automation
  51. Immersive eating: evaluating the use of head-mounted displays for mixed reality meal sessions
  52. Designing an Engaging and Informative Application About First Aid: Gamification and Humor as Design Elements in a Serious Game
  53. How to Describe and Measure Obstacles of Narrative Immersion in a Film?
  54. Time Use on Trains: Media Use/Non-use and Complex Shifts in Activities
  55. How academic teachers perceive and facilitate creativity
  56. “Sure, I Would Like to Continue”
  57. If I had a Robot it should do Everything for me: Children’s Attitudes to Robots in Everyday Life