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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)

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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)Gamified metacognitive prompts in a higher education flipped classroom., , , and . MindTrek, page 95-107. ACM, (2023)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)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)Eco-Joy: Imagining Sustainable and Joyful Food Eco-label Futures., , , , and . NordiCHI (Adjunct), page 1:1-1:7. ACM, (2022)Avatar Identities and Climate Change Action in Video Games: Analysis of Mitigation and Adaptation Practices., , and . CHI, page 561:1-561:18. ACM, (2022)How Location-based Gaming Affects Players' Nature and Forest Experiences., , , , and . HICSS, page 3224-3233. ScholarSpace, (2023)Forests in Digital Games - An Ecocritical Framework., , , and . FDG, page 51:1-51:4. ACM, (2022)Understanding the Game-based Learning Experience: A Framework of Frictions Between Design and Play., , , , , , and . FDG, page 57:1-57:4. ACM, (2022)