All Stories

  1. Accessibility of two educational games, Kahoot! And Quizizz with elderly students.
  2. Transforming a school into Hogwarts: storification of classrooms and students’ social behaviour
  3. “It’s Easier to Play Alone”: A Survey Study of Gaming With Disabilities
  4. Storifying a Serious Mobile Game: Exploring Players’ Perception of Storification Features, Narrative Engagement, and Behavioral Intentions
  5. Popular Accessibility Settings in Digital Games
  6. Introduction to the Minitrack on Engaging Governance
  7. Anagenesis
  8. Teaching within a Story: Understanding storification of pedagogy
  9. Introduction to the Minitrack on Engaging Governance
  10. Do You Have a Moment to Increase World Awesome? Game-Based Engagement with Social Change
  11. Gameful civic engagement: A review of the literature on gamification of e-participation
  12. Gameful Self-Regulation: A Study on How Gamified Self-Tracking Features Evoke Gameful Experiences
  13. Flow in VR: A Study on the Relationships Between Preconditions, Experience and Continued Use
  14. Introduction to the Minitrack on Gamification
  15. Fame and fortune, or just fun? A study on why people create content on video platforms
  16. Critical Playable Cities
  17. Governmental Service Gamification
  18. How motivational feedback increases user’s benefits and continued use: A study on gamification, quantified-self and social networking
  19. Fighting Post-truth with Fiction: An Inquiry into Using Storification and Embodied Narratives for Evidence-Based Civic Participation
  20. Gamification of E-Participation: A Literature Review
  21. Citizen-Government Collaborative Environment Using Social Networks
  22. Liking the Game
  23. How to design gamification? A method for engineering gamified software
  24. Gamification, quantified-self or social networking? Matching users’ goals with motivational technology
  25. Governments Should Play Games
  26. The Use of Social Networks in Achieving e-Democracy in the Arab Spring Countries