All Stories

  1. Social Play in Traditional Card Games
  2. Balancing moral, financial, and legal considerations: How practitioners in the game industry justify spending on accessibility
  3. Cripping Tabletop Role-Playing Games
  4. Fostering playful learning: Accessibility in educational games for older adults
  5. Inclusive Card Play in Later Life
  6. Can storytelling, interactive apps replace teachers? a field experiment in STEM education
  7. 24317 Doing Sustainability Begins with Being Sustainable: Five Learning Principles for Inclusive Gamification
  8. Inclusive VR gaming with older adults: Accessibility of entertainment and educational VR games
  9. Not just Atmosphere: Game Music Design for Accessible In-Game Information Communication
  10. Trial and error: finding suitable assistive technology for gaming
  11. Esports for People With Disabilities
  12. Forced to Choose Silence: Social Gaming with Disabilities
  13. Older adults' playful experiences of VR gaming
  14. Effects of Gamification on Motivations of Elementary School Students: An Action Research Field Experiment
  15. Embraceable Virtual Paws: Player Experiences in Animal Shelter Simulator
  16. Games, Business, and Gamers: How to Facilitate a Game Accessibility Transition across the Gaming Ecosystem?
  17. Accessibility of games and game-based applications: A systematic literature review and mapping of future directions
  18. »Do you have a moment to increase world awesome?«
  19. The multiplex of value creation and capture logics in the video game industry: An integrative review of 20 years of studies and a future research agenda
  20. Social accessibility in multiplayer games: Theory and praxis
  21. Accessibility of two educational games, Kahoot! And Quizizz with elderly students.
  22. Role-play experience’s effect on students’ 21st century skills propensity
  23. Transforming a school into Hogwarts: storification of classrooms and students’ social behaviour
  24. “It’s Easier to Play Alone”: A Survey Study of Gaming With Disabilities
  25. Storifying a Serious Mobile Game: Exploring Players’ Perception of Storification Features, Narrative Engagement, and Behavioral Intentions
  26. Popular Accessibility Settings in Digital Games
  27. Introduction to the Minitrack on Engaging Governance
  28. Anagenesis
  29. Teaching within a Story: Understanding storification of pedagogy
  30. Introduction to the Minitrack on Engaging Governance
  31. Do You Have a Moment to Increase World Awesome? Game-Based Engagement with Social Change
  32. Gameful civic engagement: A review of the literature on gamification of e-participation
  33. Gameful Self-Regulation: A Study on How Gamified Self-Tracking Features Evoke Gameful Experiences
  34. Flow in VR: A Study on the Relationships Between Preconditions, Experience and Continued Use
  35. Introduction to the Minitrack on Gamification
  36. Fame and fortune, or just fun? A study on why people create content on video platforms
  37. Critical Playable Cities
  38. Governmental Service Gamification
  39. How motivational feedback increases user’s benefits and continued use: A study on gamification, quantified-self and social networking
  40. Fighting Post-truth with Fiction: An Inquiry into Using Storification and Embodied Narratives for Evidence-Based Civic Participation
  41. Gamification of E-Participation: A Literature Review
  42. Citizen-Government Collaborative Environment Using Social Networks
  43. Liking the Game
  44. How to design gamification? A method for engineering gamified software
  45. Gamification, quantified-self or social networking? Matching users’ goals with motivational technology
  46. Governments Should Play Games
  47. The Use of Social Networks in Achieving e-Democracy in the Arab Spring Countries