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Designing locative human-forest interactions through playful design workshops.

, , , , , , and . GamiFIN, volume 3669 of CEUR Workshop Proceedings, page 110-120. CEUR-WS.org, (2024)

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The impact of different gamification types in the context of data literacy: An online experiment., , and . GamiFIN, volume 3147 of CEUR Workshop Proceedings, page 22-32. CEUR-WS.org, (2022)Gamified metacognitive prompts in a higher education flipped classroom., , , and . MindTrek, page 95-107. ACM, (2023)Gamification for Climate Change Engagement: A User-Centered Design Agenda., , , , , and . MindTrek, page 45-56. ACM, (2023)Balancing the Augmented Experience: Design Tensions in the Location-based Game Pikmin Bloom., , , and . CHI Extended Abstracts, page 325:1-325:7. ACM, (2022)Climate Change at Your Doorstep: An Experiment Using a Digital Game and Distance Framing., , and . CHI PLAY (Companion), page 71-77. ACM, (2024)Edutainment in the Context of Science Communication in Virtual Reality., , , and . CHI PLAY (Companion), page 359-364. ACM, (2024)Game-based Climate Change Engagement: Analyzing the Potential of Entertainment and Serious Games., and . Proc. ACM Hum. Comput. Interact., 5 (CHI PLAY): 226:1-226:21 (2021)Virtual and Augmented Reality for Environmental Sustainability: A Systematic Review., , , , and . CHI, page 6:1-6:23. ACM, (2023)Gamified apps for sustainable consumption: A systematic review., , , , and . GamiFIN, volume 3147 of CEUR Workshop Proceedings, page 135-145. CEUR-WS.org, (2022)The Good, the Bad, and the Divergent in Game-based Learning: Player Experiences of a Serious Game for Climate Change Engagement., , , , , , , , and . MindTrek, page 256-267. ACM, (2022)