All Stories

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