77 results on '"Lobna Hassan"'
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2. Inclusive VR gaming with older adults: Accessibility of entertainment and educational VR games.
3. Older adults' playful experiences of VR gaming.
4. Accessibility of Educational Games and Game-Based Approaches to People with Learning and Physical Disabilities: A Systematic Literature Review.
5. Accessibility of games and game-based applications: A systematic literature review and mapping of future directions.
6. Assistive technology in gaming: A survey of gamers with disabilities.
7. Participatory Budgeting Case Studies throughout the Ages: A Longitudinal, Thematic, Systematic Literature Study.
8. Accessibility of Kahoot! And Quizizz: Utilizing educational games with Elderly Students.
9. Introduction to the Minitrack on Services for All: Inclusion, Accessibility, and Diversity.
10. Gameful civic education: A systematic literature review of empirical research.
11. Popular Accessibility Settings in Digital Games: What accessibility settings do players with disabilities use and need?
12. Storifying a Serious Mobile Game: Exploring Players' Perception of Storification Features, Narrative Engagement, and Behavioral Intentions.
13. My school is Hogwarts: Students' social behavior in storified classes.
14. 'Switch' up your exercise: An empirical analysis of online user discussion of the Ring Fit Adventure exergame.
15. Information Protection in Dark Web Drug Markets Research.
16. The Role Sound Plays in Games: : A Thematic Literature Study on Immersion, Inclusivity and Accessibility in Game Sound Research.
17. The relationship between player types and gamification feature preferences.
18. Gameful Self-Regulation: A Study on How Gamified Self-Tracking Features Evoke Gameful Experiences.
19. Flow in VR: A Study on the Relationships Between Preconditions, Experience and Continued Use.
20. Social accessibility in multiplayer games: Theory and praxis.
21. Play, Playbour or Labour? The Relationships between Perception of Occupational Activity and Outcomes among Streamers and YouTubers.
22. Gamification of E-Participation: A Literature Review.
23. Fame and fortune, or just fun? A study on why people create content on video platforms.
24. Introduction to the Minitrack on Engaging Governance.
25. Liking the Game: How Can Spectating Motivations Influence Social Media Usage at Live Esports Events?
26. First-hand experience of why gamification projects fail and what could be done about it.
27. Enter Hogwarts: Lessons on how to gamify education from the wizarding world of Harry Potter.
28. How motivational feedback increases user's benefits and continued use: A study on gamification, quantified-self and social networking.
29. Governmental Service Gamification: Central Principles.
30. Introduction to the Minitrack on Gamification.
31. Introduction to the Minitrack on Engaging Governance.
32. Gamification, quantified-self or social networking? Matching users' goals with motivational technology.
33. How to design gamification? A method for engineering gamified software.
34. Introduction to the Minitrack on Gamification.
35. Transforming a school into Hogwarts : storification of classrooms and students’ social behaviour
36. The Use of Social Networks in Achieving e-Democracy in the Arab Spring Countries.
37. 'It’s Easier to Play Alone': A Survey Study of Gaming With Disabilities
38. Popular Accessibility Settings in Digital Games
39. Gameful civic engagement: A review of the literature on gamification of e-participation.
40. Introduction to the Minitrack on Gamification
41. Social aspects in game accessibility research: a literature review
42. Introduction to Minitrack on Engaging Governance
43. Monstrosity in Games and Play : A Multidisciplinary Examination of the Monstrous in Contemporary Cultures
44. Do You Have a Moment to Increase World Awesome? Game-Based Engagement with Social Change
45. Information protection in Dark Web drug markets research
46. My school is Hogwarts : Students' social behavior in storified classes
47. Fighting Post-truth with Fiction: An Inquiry into Using Storification and Embodied Narratives for Evidence-Based Civic Participation
48. Anagenesis: A framework for gameful, playful and democratic future smartcities
49. The Role Sound Plays in Games : A Thematic Literature Study on Immersion, Inclusivity and Accessibility in Game Sound Research
50. How motivational feedback increases user’s benefits and continued use: A study on gamification, quantified-self and social networking
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