{"id":2586,"date":"2021-01-24T20:56:10","date_gmt":"2021-01-24T18:56:10","guid":{"rendered":"https:\/\/webpages.tuni.fi\/gamification\/?page_id=2586"},"modified":"2022-08-15T12:35:10","modified_gmt":"2022-08-15T09:35:10","slug":"master-thesis-guidance","status":"publish","type":"page","link":"https:\/\/webpages.tuni.fi\/gamification\/master-thesis-guidance\/","title":{"rendered":"Master Thesis Guidance"},"content":{"rendered":"<div class=\"wpb-content-wrapper\">[vc_row row_type=&#8221;row&#8221; use_row_as_full_screen_section=&#8221;no&#8221; type=&#8221;full_width&#8221; text_align=&#8221;left&#8221; background_animation=&#8221;none&#8221; css_animation=&#8221;&#8221;][vc_column][vc_column_text]\n<div>\n<h2>Complete your master thesis under the guidance of our group!<\/h2>\n<p>&nbsp;<\/p>\n<div>\n<p><strong>Gamification Group (GG)<\/strong>\u00a0is a world-leading research group in several areas where technology and humanity meet. GG is internationally revered for seminal academic and societal contributions in the areas of novel technologies, such as <strong>motivational information systems<\/strong> (e.g., gamification, game-based learning, quantified-self, persuasive technologies), <strong>internet commerce<\/strong> (e.g., crowdsourcing, crowdfunding, sharing economies, game economies), <strong>new media<\/strong> (e.g., esports, streaming, immersive journalism), as well as <strong>human-computer interaction<\/strong> (e.g., VR, wearables, transhumanism, user interfaces). However, GG is especially recognized as the birthing ground for the general umbrella field of gamification research, where GG is the most cited and published research group internationally in its pursuit of wielding gameful approaches towards the flourishing of the planet, people, and prosperity. Our group members offer supervision of master theses for students of multiple disciplines and interests. Completing your thesis as part of the Gamification Group provides an excellent opportunity to publish in peer-reviewed venues and a kickstart for those interested in pursuing an academic career.<\/p>\n<\/div>\n<h4 style=\"margin-top: 24px;\"><span style=\"color: #000000;\">If you are interested in completing your thesis under the guidance of our group members, do not hesitate to contact us and discuss your research interests.<\/span><\/h4>\n<p>&nbsp;<\/p>\n<\/div>\n<div>\n<div>\n<div style=\"overflow-x:auto;\">\n  <table class=\"guidance\">\n    <tr class=\"guidance_heading\">\n      <th>\n        <h4>CONTACT<\/h4>\n      <\/th>\n      <th>\n        <h4>AREA<\/h4>\n      <\/th>\n      <th>\n        <h4>METHODOLOGICAL EXPERTISE<\/h4>\n      <\/th>\n      <th>\n        <h4>RESEARCH QUESTIONS EXAMPLES<\/h4>\n      <\/th>\n      <th>\n        <h4>EXAMPLE PUBLICATION<\/h4>\n      <\/th>\n    <\/tr>\n    <tr class=\"guidance_tax\">                            \n                            <td colspan=\"5\"><h4>Sustainability<\/h4><\/td>\n                          <\/tr><tr>\n                                        <td><strong><a href=\"https:\/\/webpages.tuni.fi\/gamification\/members\/daniel-fernandez-galeote\/\" target=\"_blank\" rel=\"noopener\">Daniel Fern\u00e1ndez Galeote<\/a><\/strong><br \/>\r\nPostdoctoral Researcher<br \/>\r\n<a href=\"mailto:daniel.fernandezgaleote@tuni.fi\" target=\"_blank\" rel=\"noopener\">daniel.fernandezgaleote@tuni.fi<\/a><\/td>\n                                        <td><ul>\r\n \t<li>Gamification and climate change engagement<\/li>\r\n \t<li>Sustainable development<\/li>\r\n \t<li>Environmental\/climate citizenship<\/li>\r\n<\/ul><\/td>\n                                        <td>Literature review<br \/>\r\nDesign research<br \/>\r\nQualitative<br \/>\r\nQuantitative<\/td>\n                                        <td>How do existing games and gamification represent and persuade about climate change and sustainability overall?<br \/>\r\n<br \/>\r\nWhat are the effects of games and gamification on players\u2019 climate change engagement?<br \/>\r\n<br \/>\r\nHow can we create more engaging experiences that encourage reflection and climate action?<\/td>\n                                        <td>Fern\u00e1ndez Galeote, D., &amp; Hamari, J. (2021). <a href=\"https:\/\/doi.org\/10.1145\/3474653\" target=\"_blank\" rel=\"noopener\">Game-based climate change engagement: Analyzing the potential of entertainment and serious games<\/a>. <em>Proceedings of the ACM on Human-Computer Interaction<\/em>, 5(CHI PLAY).<br \/>\r\n<br \/>\r\nFern\u00e1ndez Galeote, D., Rajanen, M., Rajanen, D., Legaki, N. Z., Langley, D. J., &amp; Hamari, J. (2021). <a href=\"https:\/\/iopscience.iop.org\/article\/10.1088\/1748-9326\/abec05\/meta\" target=\"_blank\" rel=\"noopener\">Gamification for climate change engagement: Review of corpus and future agenda<\/a>. <em>Environmental Research Letters<\/em>, 16(6), 1\u201350.<\/td>\n                                      <\/tr><tr>\n                                        <td><strong><a href=\"https:\/\/webpages.tuni.fi\/gamification\/members\/georgina-guillen\/\" target=\"_blank\" rel=\"noopener\">Georgina Guillen<\/a><\/strong><br \/>\r\nResearcher \/ PhD candidate<br \/>\r\n<a href=\"mailto:georgina.guillen@tuni.fi\" target=\"_blank\" rel=\"noopener\">georgina.guillen@tuni.fi<\/a><\/td>\n                                        <td><ul>\r\n \t<li>Gamification for, about or off sustainable consumption and production<\/li>\r\n \t<li>Communicating sustainability<\/li>\r\n \t<li>Circular economy<\/li>\r\n        <li>Strategic planning<\/li>\r\n<\/ul><\/td>\n                                        <td>Literature review<br \/>\r\nQualitative<\/td>\n                                        <td>In what ways can gamification enable or improve practices of sustainable consumption?<br \/>\r\n<br \/>\r\nHow can circular business models be improved through gamification?<br \/>\r\n<\/td>\n                                        <td>Guillen, G., Hamari, J., & Quist, J. (2021). <a href=\"http:\/\/hdl.handle.net\/10125\/70775\" rel=\"noopener\" target=\"_blank\">Gamification of sustainable consumption: A systematic literature review<\/a>. <em>Proceedings of the 54th Hawaii International Conference on System Sciences<\/em>, 1345\u20131354. <br \/>\r\n<br \/>\r\nGuillen, G., Quist, J., & Hamari, J. (2021). <a href=\"https:\/\/doi.org\/10.1016\/j.jclepro.2021.126609\" rel=\"noopener\" target=\"_blank\">Gamification of backcasting for sustainability: The development of the Gameful Backcasting Framework (GAMEBACK)<\/a>.<em> Journal of Cleaner Production<\/em>, 126609.<\/td>\n                                      <\/tr><tr>\n                                        <td><strong><a href=\"https:\/\/webpages.tuni.fi\/gamification\/members\/laura-cosio\/\" target=\"_blank\" rel=\"noopener\">Laura Cosio<\/a><\/strong><br \/>\r\nResearcher \/ PhD candidate<br \/>\r\n<a href=\"mailto:laura.cosio@tuni.fi\" target=\"_blank\" rel=\"noopener\">laura.cosio@tuni.fi<\/a><\/td>\n                                        <td><ul>\r\n \t<li>VR in environmental communication<\/li>\r\n \t<li>VR simulated environments<\/li>\r\n \t<li>UX in information visualization<\/li>\r\n<\/ul><\/td>\n                                        <td>Design research<br \/>\r\nQualitative<br \/>\r\nLiterature review<\/td>\n                                        <td>What types of interaction in VR aid in promoting pro-environmental behavior from users?<br \/>\r\n<br \/>\r\nHow can we design engaging VR nature environments which elicit emotional connections between users and nature?<br \/>\r\n<br \/>\r\nDoes the visualization style (realistic, caricature, abstract, etc) of a VR environment affect users' perceived credibility of the presented information?<\/td>\n                                        <td>Cosio, L. D., Buruk, O. T., Fern\u00e1ndez Galeote, D., De Villiers Bosman, I., &amp; Hamari, J. (2023). <a href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3544548.3581147\">Virtual and Augmented Reality for Environmental Sustainability: A Systematic Review<\/a>. <em>Proceedings of the 2023 CHI Conference on Human Factors in Computing Systems (CHI '23),<\/em>\u00a06, 1\u201323.<br \/>\r\n<br \/>\r\n&nbsp;<br \/>\r\n<br \/>\r\n&nbsp;<br \/>\r\n<br \/>\r\n&nbsp;<\/td>\n                                      <\/tr><tr class=\"guidance_tax\">                            \n                            <td colspan=\"5\"><h4>Education<\/h4><\/td>\n                          <\/tr><tr>\n                                        <td><strong><a href=\"https:\/\/webpages.tuni.fi\/gamification\/members\/nikoletta-zampeta-legaki\/\" target=\"_blank\" rel=\"noopener\">Nikoletta-Zampeta Legaki<\/a><\/strong><br \/>\r\nSenior Research Fellow<br \/>\r\n<a href=\"mailto:zampeta.legaki@tuni.fi\" target=\"_blank\" rel=\"noopener\">zampeta.legaki@tuni.fi<\/a><\/td>\n                                        <td><ul>\r\n \t<li>Gamification, gamified strategies, gamified information systems<\/li>\r\n \t<li>Game-based learning, datafication<\/li>\r\n \t<li>Time series forecasting, risk management<\/li>\r\n \t<li>Decision systems, forecasting information systems<\/li>\r\n \t<li>Data literacy<\/li>\r\n \t<li>Statistics\/forecasting education<\/li>\r\n \t<li>Energy forecasting and policies<\/li>\r\n<\/ul><\/td>\n                                        <td>Literature review<br \/>\r\nDesign research<br \/>\r\nExperimental research<br \/>\r\nQuantitative<br \/>\r\n<\/td>\n                                        <td>How does gamification impact public understanding of data and datification, especially regarding Sustainable Development Goals?<br \/>\r\n<br \/>\r\nHow do gamified strategies influence statistics education and information and data literacy? <br \/>\r\n<br \/>\r\nHow does gamification impact on decision making\/ data and visual analytics?<br \/>\r\n<\/td>\n                                        <td>Legaki, N. Z., Karpouzis, K., Assimakopoulos, V., & Hamari, J. (2021). <a href=\"https:\/\/doi.org\/10.1016\/j.techfore.2021.120725\" rel=\"noopener\" target=\"_blank\">Gamification to avoid cognitive biases: An experiment of gamifying a forecasting course<\/a>. <em>Technological Forecasting and Social Change<\/em>, 167, 120725.<br \/>\r\n<br \/>\r\nLegaki, N. Z., Xi, N., Hamari, J., Karpouzis, K., & Assimakopoulos, V. (2020). <a href=\"https:\/\/doi.org\/10.1016\/j.ijhcs.2020.102496\" rel=\"noopener\" target=\"_blank\">The effect of challenge-based gamification on learning: An experiment in the context of statistics education<\/a>. <em>International Journal of Human-Computer Studies<\/em>, 144, 1\u201314.<br \/>\r\n<\/td>\n                                      <\/tr><tr>\n                                        <td><strong><a href=\"https:\/\/webpages.tuni.fi\/gamification\/members\/ana-klock\/\" target=\"_blank\" rel=\"noopener\">Ana Carolina Tom\u00e9 Klock<\/a><\/strong><br \/>\r\nPostdoctoral Researcher<br \/>\r\n<a href=\"mailto:ana.tomeklock@tuni.fi\" target=\"_blank\" rel=\"noopener\">ana.tomeklock@tuni.fi<\/a><\/td>\n                                        <td><ul>\r\n \t<li>Gamified virtual learning environments<\/li>\r\n \t<li>User-centered and tailored gamification<\/li>\r\n \t<li>Gamified intersectional feminism, cultural aspects<\/li>\r\n<\/ul><\/td>\n                                        <td>Literature review<br \/>\r\nDesign research<br \/>\r\nExperimental research<br \/>\r\nQuantitative<br \/>\r\n<\/td>\n                                        <td>How does gamification influence psychological and behavioural outcomes in educational settings?<br \/>\r\n<br \/>\r\nHow does gamification affect the overall user experience when considering and understanding their individual characteristics?<br \/>\r\n<br \/>\r\nHow is gamification able to address current social issues, such as implicit bias and discrimination?<\/td>\n                                        <td>Klock, A. C. T., Gasparini, I., & Pimenta, M. S. (2019). <a href=\"https:\/\/doi.org\/10.1093\/iwc\/iwz028\" rel=\"noopener\" target=\"_blank\">User-centered gamification for e-learning systems: A Quantitative and qualitative analysis of its application<\/a>. <em>Interacting with Computers<\/em>, 31(5), 425-445.<br \/>\r\n<br \/>\r\nKlock, A. C. T., Gasparini, I., Pimenta, M. S., & Hamari, J. (2020). <a href=\"https:\/\/doi.org\/10.1016\/j.ijhcs.2020.102495\" rel=\"noopener\" target=\"_blank\">Tailored gamification: A review of literature<\/a>. <em>International Journal of Human-Computer Studies<\/em>, 144, 1\u201322.<br \/>\r\n<\/td>\n                                      <\/tr><tr>\n                                        <td><strong><a href=\"https:\/\/webpages.tuni.fi\/gamification\/members\/isabella-aura\/\" target=\"_blank\" rel=\"noopener\">Isabella Aura<\/a><\/strong><br \/>\r\nPostdoctoral Researcher<br \/>\r\n<a href=\"mailto:isabella.aura@tuni.fi\" target=\"_blank\" rel=\"noopener\">isabella.aura@tuni.fi<\/a><\/td>\n                                        <td><ul>\r\n \t<li>Gamification and storification in educational settings<\/li>\r\n \t<li>Games &amp; childhood<\/li>\r\n<\/ul><\/td>\n                                        <td>Literature review<br \/>\r\nQualitative<\/td>\n                                        <td>How does gamification affect students\u2019 learning, behavior and well-being?<br \/>\r\n<br \/>\r\nHow to gamify pedagogy and learning environments in order to enhance students\u2019 and teachers\u2019 school experience?<br \/>\r\n<br \/>\r\nHow do children experience games as part of their childhood and how is gamification utilized in early childhood education?<\/td>\n                                        <td>Aura, I., Hassan, L., &amp; Hamari, J. (2021). <a href=\"https:\/\/doi.org\/10.1016\/j.ijer.2020.101728\" target=\"_blank\" rel=\"noopener\">Teaching within a story: Understanding storification of pedagogy<\/a>. <em>International Journal of Educational Research<\/em>, 106, 101728.<\/td>\n                                      <\/tr><tr>\n                                        <td><strong><a href=\"https:\/\/webpages.tuni.fi\/gamification\/members\/wilk-oliveira\/\" target=\"_blank\" rel=\"noopener\">Wilk Oliveira<\/a><\/strong><br \/>\r\nResearcher \/ PhD candidate<br \/>\r\n<a href=\"mailto:wilk.oliveira@tuni.fi\" target=\"_blank\" rel=\"noopener\">wilk.oliveira@tuni.fi<\/a><\/td>\n                                        <td><ul>\r\n \t<li>Gamification in education<\/li>\r\n \t<li>Gamification and flow theory<\/li>\r\n \t<li>Tailored gamification in education<\/li>\r\n        <li>Educational games<\/li>\r\n \t<li>Computational think and gamification<\/li>\r\n<\/ul><\/td>\n                                        <td>Literature review<br \/>\r\nQuantitative<br \/>\r\nQualitative<br \/>\r\n<\/td>\n                                        <td>Does gamification affect students' learning and flow experiences?<br \/>\r\n<br \/>\r\nDoes tailored gamification affect students' learning and flow experiences?<br \/>\r\n<br \/>\r\nDoes gamification affect computational think?<br \/>\r\n<br \/>\r\nHow to tailor gamified educational settings?<br \/>\r\n<\/td>\n                                        <td>Oliveira, W., Pastushenko, O., Rodrigues, L., Toda, A. M., Palomino, P. T., Hamari, J., & Isotani, S. (2021). <a href=\"http:\/\/ceur-ws.org\/Vol-2883\/paper12.pdf\" rel=\"noopener\" target=\"_blank\">Does gamification affect flow experience? A systematic literature review<\/a>. <em>Proceedings of the 5th International GamiFIN Conference<\/em>, 2883, 110\u2013119. <br \/>\r\n<br \/>\r\nOliveira, W., Ten\u00f3rio, K., Hamari, J., & Isotani, S. (2022). <a href=\"http:\/\/hdl.handle.net\/10125\/79338\" rel=\"noopener\" target=\"_blank\">The relationship between students\u2019 flow experience and their behavior data in gamified educational systems<\/a>. <em>Proceedings of the 55th Hawaii International Conference on System Sciences<\/em>, 64\u201373. <br \/>\r\n<\/td>\n                                      <\/tr><tr class=\"guidance_tax\">                            \n                            <td colspan=\"5\"><h4>Business, Marketing &amp; Decision making<\/h4><\/td>\n                          <\/tr><tr>\n                                        <td><strong><a href=\"https:\/\/webpages.tuni.fi\/gamification\/members\/nannan-xi\/\" target=\"_blank\" rel=\"noopener\">Nannan Xi<\/a><\/strong><br \/>\r\nAssistant Professor<br \/>\r\n<a href=\"mailto:nannan.xi@tuni.fi\" target=\"_blank\" rel=\"noopener\">nannan.xi@tuni.fi<\/a><\/td>\n                                        <td><ul>\r\n \t<li>Gamified business<\/li>\r\n  \t<li>XR commerce (AR, VR, MR)<\/li>\r\n \t<li>Streaming<\/li>\r\n \t<li>Robotics<\/li>\r\n<\/ul><\/td>\n                                        <td>Literature review<br \/>\r\nQualitative<br \/>\r\nQuantitative<br \/>\r\n<\/td>\n                                        <td>How do users pay attention to different extended realities?<br \/>\r\n<\/td>\n                                        <td>Xi, N., & Hamari, J. (2021). <a href=\"https:\/\/doi.org\/10.1016\/j.jbusres.2021.04.075\" rel=\"noopener\" target=\"_blank\">Shopping in virtual reality: A literature review and future agenda<\/a>. <em>Journal of Business Research<\/em>, 134, 37\u201358.<br \/>\r\nXi, N., & Hamari, J. (2020). <a href=\"https:\/\/doi.org\/10.1016\/j.jbusres.2019.11.058\" rel=\"noopener\" target=\"_blank\">Does gamification affect brand engagement and equity? A study in online brand communities<\/a>. <em>Journal of Business Research<\/em>, 109, 449\u2013460.<br \/>\r\n<br \/>\r\n<\/td>\n                                      <\/tr><tr>\n                                        <td><strong><a href=\"https:\/\/webpages.tuni.fi\/gamification\/members\/joseph-macey\/\" target=\"_blank\" rel=\"noopener\">Joseph Macey<\/a><\/strong><br \/>\r\nPostdoctoral Researcher<br \/>\r\n<a href=\"mailto:joseph.macey@tuni.fi\" target=\"_blank\" rel=\"noopener\">joseph.macey@tuni.fi<\/a><\/td>\n                                        <td><ul>\r\n \t<li>Esports<\/li>\r\n \t<li>Convergence of gaming and gambling, gamblification<\/li>\r\n \t<li>Virtual items and economie<\/li>\r\n \t<li>Problematic gaming<\/li>\r\n \t<li>Cognitive frameworks<\/li>\r\n<\/ul><\/td>\n                                        <td>Qualitative<br \/>\r\nQuantitative<\/td>\n                                        <td>&nbsp;<\/td>\n                                        <td>Macey, J., & Hamari, J. (2019). <a href=\"https:\/\/doi.org\/10.1177\/1461444818786216\" rel=\"noopener\" target=\"_blank\">eSports, skins and loot boxes: Participants, practices and problematic behaviour associated with emergent forms of gambling<\/a>. <em>New Media & Society<\/em>, 21(1), 20\u201341.<br \/>\r\n<br \/>\r\nMacey, J., & Hamari, J. (2020). <a href=\"https:\/\/doi.org\/10.1037\/adb0000526\" rel=\"noopener\" target=\"_blank\">GamCog: A measurement instrument for miscognitions related to gamblification, gambling, and video gaming<\/a>. <em>Psychology of Addictive Behaviors<\/em>, 34(1), 242\u2013256.<br \/>\r\n<\/td>\n                                      <\/tr><tr>\n                                        <td><strong><a href=\"https:\/\/webpages.tuni.fi\/gamification\/members\/eetu-wallius\/\" target=\"_blank\" rel=\"noopener\">Eetu Wallius<\/a><\/strong><br \/>\r\nResearcher \/ PhD candidate<br \/>\r\n<a href=\"mailto:eetu.wallius@tuni.fi\" target=\"_blank\" rel=\"noopener\">eetu.wallius@tuni.fi<\/a><\/td>\n                                        <td><ul>\r\n \t<li>Gamification &amp; transportation<\/li>\r\n \t<li>Gamification &amp; mobility<\/li>\r\n \t<li>Gamification &amp; safety<\/li>\r\n<\/ul><\/td>\n                                        <td>Literature review<br \/>\r\nQualitative<br \/>\r\nQuantitative<\/td>\n                                        <td>How to enhance occupational safety using gamification?<br \/>\r\n<br \/>\r\nHow does gamification affect safety behaviours?<br \/>\r\n<br \/>\r\nHow to improve production\/logistics operations\u2019 efficiency using gamification?<br \/>\r\n<\/td>\n                                        <td>Wallius, E., Klock, A. C. T., Eronen, V., & Hamari, J. (2021). <a href=\"https:\/\/doi.org\/10.1145\/3464327.3464368\" rel=\"noopener\" target=\"_blank\">Preconceptions towards gamifying work: A thematic analysis of responses of a maritime logistics organizatio<\/a>n. <em>Proceedings of the 24th International Conference on Academic Mindtrek<\/em>, 128\u2013133. <\/td>\n                                      <\/tr><tr>\n                                        <td><strong><a href=\"https:\/\/webpages.tuni.fi\/gamification\/members\/elpida-bampouni\/\" target=\"_blank\" rel=\"noopener\">Elpida Bampouni<\/a><\/strong><br \/>\r\nResearcher \/ PhD candidate<br \/>\r\n<a href=\"mailto:elpida.bampouni@tuni.fi \" target=\"_blank\" rel=\"noopener\">elpida.bampouni@tuni.fi <\/a><\/td>\n                                        <td><ul>\r\n \t<li>VR\/XR and Cognition<\/li>\r\n \t<li>Games and Cognitive transfer<\/li>\r\n \t<li>Multisensory experience and Perception<\/li>\r\n \t<li>Cognitive Psychology<\/li>\r\n<\/ul><\/td>\n                                        <td>Experimental research<br \/>\r\nQualitative<br \/>\r\nQuantitative<\/td>\n                                        <td>How does VR influence human cognitive aspects and\/or perception?<br \/>\r\n<br \/>\r\nCan digital training benefit our cognitive functions (e.g. memory)?<br \/>\r\n<br \/>\r\nWhat are the multisensory effects on virtual experiences?<br \/>\r\n<br \/>\r\nHow do games influence our lives\/ mood\/ cognitive functions?<br \/>\r\n<\/td>\n                                        <td>Xi, N., Bampouni, E., &amp; Hamari, J. (2022). <a href=\"http:\/\/hdl.handle.net\/10125\/79554\" target=\"_blank\" rel=\"noopener\">How does extended reality influence consumer decision making? The empirical evidence from a laboratory experiment<\/a>. <em>Proceedings of the 55th Hawaii International Conference on System Sciences<\/em>, 1791\u20131799.<br \/>\r\n<br \/>\r\nBilling, E., Bampouni, E., &amp; Lamb, M. (2020). <a href=\"http:\/\/dx.doi.org\/10.3233\/ATDE200010\" target=\"_blank\" rel=\"noopener\">Automatic selection of viewpoint for digital human modelling<\/a>. <em>Proceedings of the Digital Human Modelling Symposium<\/em>, 61-70.<\/td>\n                                      <\/tr><tr class=\"guidance_tax\">                            \n                            <td colspan=\"5\"><h4>Social and emotional psychology<\/h4><\/td>\n                          <\/tr><tr>\n                                        <td><strong><a href=\"https:\/\/webpages.tuni.fi\/gamification\/members\/mila-bujic\/\" target=\"_blank\" rel=\"noopener\">Mila Buji\u0107<\/a><\/strong><br \/>\r\nPostdoctoral Researcher<br \/>\r\n<a href=\"mailto:mila.bujic@tuni.fi\" target=\"_blank\" rel=\"noopener\">mila.bujic@tuni.fi<\/a><\/td>\n                                        <td><ul>\r\n \t<li>User and player experience in virtual reality<\/li>\r\n \t<li>Virtual reality and gamification\/games<\/li>\r\n \t<li>Embodied VR avatars \/ Make-believe in VR<\/li>\r\n \t<li>Social VR<\/li>\r\n \t<li>Futures research of VR<\/li>\r\n<\/ul><\/td>\n                                        <td>Literature review<br \/>\r\nExperimental research<br \/>\r\nQualitative<br \/>\r\nQuantitative<\/td>\n                                        <td>How do VR gaming experiences influence our cognition and behavior?<br \/>\r\n<br \/>\r\nWhat are the usability heuristics for modern VR applications?<br \/>\r\n<br \/>\r\nHow do users discuss their social VR experiences on internet forums?<\/td>\n                                        <td>Buji\u0107, M., & Hamari, J. (2020). <a href=\"https:\/\/doi.org\/10.1145\/3377290.3377310\" rel=\"noopener\" target=\"_blank\">Satisfaction and willingness to consume immersive journalism: Experiment of differences between VR, 360 video, and article<\/a>. <em>Proceedings of the 23rd International Conference on Academic Mindtrek<\/em>, 120\u2013125. <br \/>\r\n<br \/>\r\nBuji\u0107, M., Salminen, M., Macey, J., & Hamari, J. (2020). <a href=\"https:\/\/doi.org\/10.1108\/INTR-07-2019-0306\" rel=\"noopener\" target=\"_blank\">\u201cEmpathy machine\u201d: How virtual reality affects human rights attitudes<\/a>. <em>Internet Research<\/em>, 30(5), 1407\u20131425.<br \/>\r\n<\/td>\n                                      <\/tr><tr>\n                                        <td><strong><a href=\"https:\/\/webpages.tuni.fi\/gamification\/members\/simo-jarvela\/\" target=\"_blank\" rel=\"noopener\">Simo J\u00e4rvel\u00e4<\/a><\/strong><br \/>\r\nPostdoctoral researcher<br \/>\r\n<a href=\"mailto:simo.jarvela@tuni.fi\" target=\"_blank\" rel=\"noopener\">simo.jarvela@tuni.fi<\/a><\/td>\n                                        <td><ul>\r\n \t<li>VR<\/li>\r\n \t<li>Emotions, empathy, emotion skills<\/li>\r\n \t<li>Biocybernetics, cognitive science, decision-making<\/li>\r\n \t<li>LARP, roleplaying games, simulations, meditation<\/li>\r\n<\/ul><\/td>\n                                        <td>Experimental research<br \/>\r\nQualitative<br \/>\r\nQuantitative<\/td>\n                                        <td>&nbsp;<\/td>\n                                        <td>Salminen, M., J\u00e4rvel\u00e4, S., Ruonala, A., Harjunen, V. J., Jacucci, G., Hamari, J., & Ravaja, N. (2019). <a href=\"https:\/\/doi.org\/10.1109\/TAFFC.2019.2958657\" rel=\"noopener\" target=\"_blank\">Evoking physiological synchrony and empathy using social VR with biofeedback<\/a>. <em>IEEE Transactions on Affective Computing<\/em>, 1949-3045.<br \/>\r\n<br \/>\r\nKivikangas, J. M., Chanel, G., Cowley, B., Ekman, I., Salminen, M., J\u00e4rvel\u00e4, S., & Ravaja, N. (2011). <a href=\"https:\/\/doi.org\/10.1386\/jgvw.3.3.181_1\" rel=\"noopener\" target=\"_blank\">A review of the use of psychophysiological methods in game research<\/a>. <em>Journal of Gaming & Virtual Worlds<\/em>, 3(3), 181-199.<\/td>\n                                      <\/tr><tr>\n                                        <td><strong><a href=\"https:\/\/webpages.tuni.fi\/gamification\/members\/anna-leena-macey\/\" target=\"_blank\" rel=\"noopener\">Anna-Leena Macey<\/a><\/strong><br \/>\r\nPh.D. candidate<br \/>\r\n<a href=\"mailto:anna-leena.macey@tuni.fi\" target=\"_blank\" rel=\"noopener\">anna-leena.macey@tuni.fi<\/a><\/td>\n                                        <td><ul>\r\n \t<li>Communication &amp; social interaction<\/li>\r\n \t<li>Virtual Reality (social interaction, emotional management, user\/avatar relationship)<\/li>\r\n \t<li>Embodied cognition<\/li>\r\n<\/ul><\/td>\n                                        <td>Literature review<br \/>\r\nExperimental research<br \/>\r\nQualitative<\/td>\n                                        <td>How can we manipulate virtual reality environments to enhance user empowerment and reduce stress? <br \/>\r\n<\/td>\n                                        <td>Buji\u0107, M., Macey, A.-L., J\u00e4rvel\u00e4, S., & Hamari, J. (2022). <a href=\"https:\/\/doi.org\/10.1093\/iwc\/iwac012\" rel=\"noopener\" target=\"_blank\">Playing with embodied social interaction: A thematic review of experiments on social aspects in gameful virtual reality<\/a>. <em>Interacting with Computers<\/em>. <br \/>\r\n<br \/>\r\nMacey, A.-L., Macey, J., & Hamari, J. (2022). <a href=\"http:\/\/ceur-ws.org\/Vol-3147\/paper7.pdf\" rel=\"noopener\" target=\"_blank\">Virtual reality in emotion regulation: A scoping review<\/a>. <em>Proceedings of the 6th International GamiFIN Conference<\/em>, 3147, 64\u201374. <br \/>\r\n<\/td>\n                                      <\/tr><tr class=\"guidance_tax\">                            \n                            <td colspan=\"5\"><h4>Design &amp; Space<\/h4><\/td>\n                          <\/tr><tr>\n                                        <td><strong><a href=\"https:\/\/webpages.tuni.fi\/gamification\/members\/caglar-genc\/\">\u00c7a\u011flar Gen\u00e7<\/a><\/strong><br \/>\r\nPostdoctoral Researcher<br \/>\r\n<a class=\"c-link\" href=\"mailto:genc.caglar@tuni.fi\" target=\"_blank\" rel=\"noopener noreferrer\" data-stringify-link=\"mailto:genc.caglar@tuni.fi\" data-sk=\"tooltip_parent\" aria-haspopup=\"menu\">genc.caglar@tuni.fi<\/a><\/td>\n                                        <td><ul class=\"p-rich_text_list p-rich_text_list__bullet\" data-stringify-type=\"unordered-list\" data-indent=\"0\" data-border=\"0\">\r\n \t<li data-stringify-indent=\"0\" data-stringify-border=\"0\">Interaction Design, HCI &amp; Design methods<\/li>\r\n \t<li data-stringify-indent=\"0\" data-stringify-border=\"0\">Posthuman Communication Technologies<\/li>\r\n \t<li data-stringify-indent=\"0\" data-stringify-border=\"0\">Biomaterials Design<\/li>\r\n \t<li data-stringify-indent=\"0\" data-stringify-border=\"0\">Fashion and Wearables Design<\/li>\r\n<\/ul><\/td>\n                                        <td>Design research<br \/>\r\nQualitative<br \/>\r\nQuantitative<\/td>\n                                        <td>How can we augment humans for the future of communication?<br \/>\r\n<br \/>\r\nHow can we learn from fashion design practices to design fashionable wearable technologies?<br \/>\r\n<br \/>\r\nHow can we develop interactive (and playful) applications via designing with and through biomaterials (i.e., mushrooms, bacteria and wood)?<\/td>\n                                        <td>Gen\u00e7, \u00c7., Spors, V., Buruk, O. O., Thibault, M., Masek, L., &amp; Hamari, J. (2023, October).\u00a0<b data-stringify-type=\"bold\"><a class=\"c-link\" href=\"https:\/\/dl.acm.org\/doi\/abs\/10.1145\/3616961.3617810\" target=\"_blank\" rel=\"noopener noreferrer\" data-stringify-link=\"https:\/\/dl.acm.org\/doi\/abs\/10.1145\/3616961.3617810\" data-sk=\"tooltip_parent\">Crafting Bodies and Auras: Speculative Designs for Transhuman Communication<\/a><\/b>. In\u00a0<i data-stringify-type=\"italic\">Proceedings of the 26th International Academic Mindtrek Conference<\/i>\u00a0(pp. 354-358).<br \/>\r\n<br \/>\r\nGen\u00e7, \u00c7., Launne, E., &amp; H\u00e4kkil\u00e4, J. (2022, October).\u00a0<b data-stringify-type=\"bold\"><a class=\"c-link\" href=\"https:\/\/dl.acm.org\/doi\/abs\/10.1145\/3546155.3546689\" target=\"_blank\" rel=\"noopener noreferrer\" data-stringify-link=\"https:\/\/dl.acm.org\/doi\/abs\/10.1145\/3546155.3546689\" data-sk=\"tooltip_parent\">Interactive Mycelium Composites: Material Exploration on Combining Mushroom with Off-the-shelf Electronic Components<\/a><\/b>. In\u00a0<i data-stringify-type=\"italic\">Nordic Human-Computer Interaction Conference<\/i>\u00a0(pp. 1-12).<br \/>\r\n<br \/>\r\nGen\u00e7, \u00c7., Buruk, O. T., Inal, S., Can, K., &amp; \u00d6zcan, O. (2018).\u00a0<b data-stringify-type=\"bold\"><a class=\"c-link\" href=\"https:\/\/trepo.tuni.fi\/handle\/10024\/137476\" target=\"_blank\" rel=\"noopener noreferrer\" data-stringify-link=\"https:\/\/trepo.tuni.fi\/handle\/10024\/137476\" data-sk=\"tooltip_parent\">Exploring Computational Materials as Fashion Materials: Recommendations for Designing Fashionable Wearables<\/a><\/b><b data-stringify-type=\"bold\">.\u00a0<\/b><i data-stringify-type=\"italic\">International Journal of Design, 12(3), 1-19<\/i>.<\/td>\n                                      <\/tr><tr>\n                                        <td><strong><a href=\"https:\/\/webpages.tuni.fi\/gamification\/members\/dr-mattia-thibault\/\" target=\"_blank\" rel=\"noopener\">Mattia Thibault<\/a><\/strong><br \/>\r\nAssistant Professor<br \/>\r\n<a href=\"mailto:mattia.thibault@tuni.fi\" target=\"_blank\" rel=\"noopener\">mattia.thibault@tuni.fi<\/a><\/td>\n                                        <td><ul>\r\n \t<li>Urban gamification, playable cities, ludic cities, DIY urbanism, location-based games, gamification of the built environment<\/li>\r\n \t<li>Ludification of culture<\/li>\r\n \t<li>Play and meaning-making, semiotics of play<\/li>\r\n \t<li>Toys and toyification<\/li>\r\n \t<li>Punk gamification<\/li>\r\n<\/ul><\/td>\n                                        <td>Design research<br \/>\r\nQualitative<br \/>\r\n<\/td>\n                                        <td>How can the environment encourage or discourage playful behaviour?<br \/>\r\n<br \/>\r\nHow the presence of toys in offices and shops affects our perception of work?<br \/>\r\n<br \/>\r\nHow can we use play and games to reappropriate alienated urban spaces?<br \/>\r\n<\/td>\n                                        <td>Thibault, M. (2019). <a href=\"http:\/\/hdl.handle.net\/10125\/59588\" rel=\"noopener\" target=\"_blank\">Towards a typology of urban gamification<\/a>. <em>Proceedings of the 52nd Hawaii International Conference on System Sciences<\/em>, 1476\u20131485. <br \/>\r\n<br \/>\r\nThibault, M., Buruk, O. T., Buruk, S. S., & Hamari, J. (2020). <a href=\"https:\/\/doi.org\/10.1145\/3357236.3395523\" rel=\"noopener\" target=\"_blank\">Transurbanism: Smart cities for transhumans<\/a>. <em>Proceedings of the 2020 ACM Designing Interactive Systems Conference<\/em>, 1915\u20131928. <\/td>\n                                      <\/tr><tr>\n                                        <td><strong><a href=\"https:\/\/webpages.tuni.fi\/gamification\/members\/oguz-turan-buruk\/\" target=\"_blank\" rel=\"noopener\">O\u011fuz \u2018Oz\u2019 Buruk<\/a><\/strong><br \/>\r\nAssistant Professor<br \/>\r\n<a href=\"mailto:oguz.buruk@tuni.fi\" target=\"_blank\" rel=\"noopener\">oguz.buruk@tuni.fi<\/a><\/td>\n                                        <td><ul>\r\n \t<li>Playful Pervasive Devices Design and Development<\/li>\r\n \t<li>Playful Extended Reality Environments<\/li>\r\n \t<li>Playful Wearables Design and Development<\/li>\r\n \t<li>Fictional and Speculative Design<\/li>\r\n \t<li>User and Player Experience Research<\/li>\r\n<\/ul><\/td>\n                                        <td>Literature review<br \/>\r\nDesign research<br \/>\r\nQualitative<br \/>\r\n<\/td>\n                                        <td>How can we design playful posthuman technologies?<br \/>\r\n<br \/>\r\nHow can we design playful body-integrated technologies?<br \/>\r\n<br \/>\r\nWhat is the role of games & play in fashion design?<br \/>\r\n<br \/>\r\nHow can we enhance engagement with nature and lived experiences through playful technologies?<br \/>\r\n<br \/>\r\nHow can we augment virtual worlds through embodied technologies?<br \/>\r\n<\/td>\n                                        <td>Buruk, O. T., \u00d6zcan, O., Baykal, G. E., G\u00f6ksun, T., Acar, S., Akduman, G., Bayta\u015f, M. A., Be\u015fevli, C., Best, J., Co\u015fkun, A., Gen\u00e7, H. U., Kocaballi, A. B., Laato, S., Mota, C., Papangelis, K., Raftopoulos, M., Ramchurn, R., S\u00e1daba, J., Thibault, M., \u2026 Yildiz, M. (2020). <a href=\"https:\/\/doi.org\/10.1145\/3334480.3381821\" rel=\"noopener\" target=\"_blank\">Children in 2077: Designing children\u2019s technologies in the age of transhumanism<\/a>. <em>Extended Abstracts of the 2020 CHI Conference on Human Factors in Computing Systems<\/em>, 1\u201314. <br \/>\r\n <br \/>\r\nJung, S., Xiao, R., Buruk, O. O., & Hamari, J. (2021). <a href=\"https:\/\/doi.org\/10.1145\/3430524.3446067\" rel=\"noopener\" target=\"_blank\"> Designing Gaming Wearables: From Participatory Design to Concept Creation<\/a>. <em>In Proceedings of the Fifteenth International Conference on Tangible, Embedded, and Embodied Interaction<\/em>, 1\u201314.<\/td>\n                                      <\/tr><tr>\n                                        <td><strong><a href=\"https:\/\/webpages.tuni.fi\/gamification\/members\/bojan-kerous\/\" target=\"_blank\" rel=\"noopener\">Bojan Kerous<\/a><\/strong><br \/>\r\nPostdoctoral Researcher<br \/>\r\n<a href=\"mailto:bojan.kerous@tuni.fi\" target=\"_blank\" rel=\"noopener\">bojan.kerous@tuni.fi<\/a><\/td>\n                                        <td><ul>\r\n \t<li>Affect-aware HCI<\/li>\r\n \t<li>MR, XR, AR, VR teamwork\/collaborative social and affective dynamics<\/li>\r\n \t<li>Behavioral\/physiological annotation<\/li>\r\n \t<li>Affective interface\/interaction prototyping<\/li>\r\n \t<li>Examination of Uncanny valley constraints<\/li>\r\n \t<li>High fidelity avatar\/agent\/partner interaction<\/li>\r\n \t<li>Esport performance (effects of self-regulation strategies, physical activity, entertainment\/wellbeing)<\/li>\r\n        <li>Executive functioning in esports<\/li>\r\n \t<li>Interoception in esports<\/li>\r\n<\/ul>\r\n<\/td>\n                                        <td>Literature review<br \/>\r\nQuantitative<\/td>\n                                        <td>How can affect-aware technology-mediated interaction (visualization or a physical manifestation of affect) augment interhuman experience?<br \/>\r\n<br \/>\r\nDoes rapport or simple familiarity moderate uncanny valley?<br \/>\r\n<br \/>\r\nWhy is \u201cuncanny valley\u201d useful and is it?<br \/>\r\n<br \/>\r\nDoes exercise beat self-regulation (interoceptive practice) in esport performance?<br \/>\r\n<br \/>\r\nIs there a relationship between game genre and executive functioning?<br \/>\r\n<br \/>\r\nIs there a relationship between game genre and interoceptive awareness?<br \/>\r\n<\/td>\n                                        <td>Kerous, B., Barte\u010dek, R., Roman, R., Sojka, P., Becev, O., & Liarokapis, F. (2020). <a href=\"https:\/\/doi.org\/10.1080\/10447318.2019.1661608\" rel=\"noopener\" target=\"_blank\">Social Environment Simulation in VR Elicits a Distinct Reaction in Subjects with Different Levels of Anxiety and Somatoform Dissociation<\/a>. <em>International Journal of Human\u2013Computer Interaction<\/em>, 36, 505-515.<br \/>\r\n<br \/>\r\nKerous, B., Skola, F., & Liarokapis, F. (2017). <a href=\"https:\/\/doi.org\/10.1007\/s10055-017-0328-x\" rel=\"noopener\" target=\"_blank\">EEG-based BCI and video games: a progress report<\/a>. Virtual Reality, 22, 119-135.<\/td>\n                                      <\/tr><tr>\n                                        <td><strong><a href=\"https:\/\/webpages.tuni.fi\/gamification\/members\/ferran-altarriba-bertran\/\" target=\"_blank\" rel=\"noopener\">Ferran Altarriba Bertran<\/a><\/strong><br \/>\r\nPostdoctoral Researcher<br \/>\r\n<a href=\"mailto:ferran.altarribabertran@tuni.fi\" target=\"_blank\" rel=\"noopener\">ferran.altarribabertran@tuni.fi<\/a><\/td>\n                                        <td><ul>\r\n \t<li>Interaction design, HCI &amp; Design methods<\/li>\r\n \t<li>Human-nature interaction<\/li>\r\n \t<li>Human-food interaction<\/li>\r\n<\/ul><\/td>\n                                        <td>Design research<br \/>\r\nQualitative<\/td>\n                                        <td>How can we use playful technology to enrich the experiential texture of mealtime?<br \/>\r\n<br \/>\r\nHow can we design technology that adds a playful and social note to our experiences within nature?<br \/>\r\n<br \/>\r\nHow can we co-imagine future technology designs with diverse stakeholders?<br \/>\r\n<\/td>\n                                        <td>Altarriba Bertran, F., Duval, J., Bisbe Armengol, L., Chen, I., Dong, V., Dastoor, B., Altarriba Bertran, A., & Isbister, K. (2021). <a href=\"https:\/\/doi.org\/10.1145\/3464327.3464374\" rel=\"noopener\" target=\"_blank\">A Catalog of Speculative Playful Urban Technology Ideas: Exploring the Playful Potential of Smart Cities<\/a>. <em>Proceedings of the 24th International Conference on Academic Mindtrek<\/em>, 60\u201371. <br \/>\r\n<br \/>\r\nAltarriba Bertran, F., Pometko, A., Gupta, M., Wilcox, L., Banerjee, R., & Isbister, K. (2021). <a href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3474694\" rel=\"noopener\" target=\"_blank\">The playful potential of shared mealtime: A speculative catalog of playful technologies for day-to-day social eating experiences<\/a>. <em>Proceedings of the ACM on Human-Computer Interaction<\/em>, 5(CHI PLAY). <br \/>\r\n<\/td>\n                                      <\/tr><tr>\n                                        <td><strong><a href=\"https:\/\/webpages.tuni.fi\/gamification\/members\/velvet-spors\/\" target=\"_blank\" rel=\"noopener\">Velvet Spors<\/a><\/strong><br \/>\r\nPostdoctoral Researcher<br \/>\r\n<a href=\"mailto:velvet.spors@tuni.fi\" target=\"_blank\" rel=\"noopener\">velvet.spors@tuni.fi<\/a><\/td>\n                                        <td><ul>\r\n \t<li>Interaction design, HCI and Design methods<\/li>\r\n \t<li>Human-nature interaction<\/li>\r\n \t<li>Technology in\/with\/for care<\/li>\r\n \t<li>Games and gamefulness within (mental) health<\/li>\r\n \t<li>Social justice<\/li>\r\n<\/ul><\/td>\n                                        <td>Design research<br \/>\r\nQualitative<br \/>\r\nQuantitative<br \/>\r\n<\/td>\n                                        <td>How can technology teach and support people in doing self-care?<br \/>\r\n<br \/>\r\nHow can we use gamification in nature contexts (in meaningful, ethical and considered ways)?<br \/>\r\n<br \/>\r\nWhat can we learn from playing games for designing caring technologies?<br \/>\r\n<\/td>\n                                        <td>Spors, V., & Kaufman, I. (2021). <a href=\"https:\/\/doi.org\/10.1145\/3474690\" rel=\"noopener\" target=\"_blank\">Respawn, Reload, Relate: Exploring the Self-Care Possibilities for Mental Health in Games through a Humanistic Lens<\/a>. <em>Proceedings of the ACM on Human-Computer Interaction<\/em>, 5(CHI PLAY), 1\u201331. <br \/>\r\n<br \/>\r\nSpors, V., Wagner, H. G., Flintham, M., Brundell, P., & Murphy, D. (2021). <a href=\"https:\/\/doi.org\/10.1145\/3411764.3445500\" rel=\"noopener\" target=\"_blank\">Selling Glossy, Easy Futures: A Feminist Exploration of Commercial Mental-Health-focused Self-Care Apps\u2019 Descriptions in the Google Play Store<\/a>. <em>Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems<\/em>, 1\u201317. <\/td>\n                                      <\/tr><tr>\n                                        <td><strong><a href=\"https:\/\/webpages.tuni.fi\/gamification\/members\/eshtiak-ahmed\/\" target=\"_blank\" rel=\"noopener\">Eshtiak Ahmed<\/a><\/strong><br \/>\r\nResearcher \/ PhD candidate<br \/>\r\n<a href=\"mailto:eshtiak.ahmed@tuni.fi\" target=\"_blank\" rel=\"noopener\">eshtiak.ahmed@tuni.fi<\/a><\/td>\n                                        <td><ul>\r\n \t<li>Human-nature-technology interaction<\/li>\r\n \t<li>User experience<\/li>\r\n \t<li>Human-technology interaction<\/li>\r\n \t<li>Human-robot interaction<\/li>\r\n<\/ul>\r\n<\/td>\n                                        <td>Literature review<br \/>\r\nDesign research<br \/>\r\nQualitative<\/td>\n                                        <td>How can technology be leveraged to create a sustainable relationship between humans and nature?<br \/>\r\n<br \/>\r\nHow can daily life activities be made more interesting and engaging through technology?<br \/>\r\n<br \/>\r\nHow does interactive technology affect human lives in the long run and how can it be reshaped for a better quality of life?<br \/>\r\n<br \/>\r\nHow is robotic companionship created and how can companion robots reshape human lives?<\/td>\n                                        <td>Ahmed, E., & Ahtinen, A. (2021). <a href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3472307.3484163\" rel=\"noopener\" target=\"_blank\">Design implications for a virtual language learning companion robot: Considering the appearance, interaction and rewarding behavior.<\/a> <em>Proceedings of the 9th International Conference on Human-Agent Interaction<\/em>, 56\u201365. <br \/>\r\n<br \/>\r\nAhmed, E., Buruk, O. T., & Hamari, J. (2022). <a href=\"https:\/\/aisel.aisnet.org\/pacis2022\/246\/\" rel=\"noopener\" target=\"_blank\">Robots as Human Companions: A Review<\/a>. <em>Proceedings of the 2022 Pacific Asia Conference on Information Systems. Pacific Asia Conference on Information Systems<\/em>, Taipei. <br \/>\r\n<\/td>\n                                      <\/tr><tr>\n                                        <td><strong><a href=\"https:\/\/webpages.tuni.fi\/gamification\/members\/sangwon-jung\/\" target=\"_blank\" rel=\"noopener\">Sangwon Jung<\/a><\/strong><br \/>\r\nResearcher \/ PhD candidate<br \/>\r\n<a href=\"mailto:sangwon.jung@tuni.fi\" target=\"_blank\" rel=\"noopener\">sangwon.jung@tuni.fi<\/a><\/td>\n                                        <td><ul>\r\n \t<li>Altered states of consciousness (ASCs) in HCI<\/li>\r\n \t<li>Virtual reality<\/li>\r\n \t<li>Human-centred design (HCD), User-centred design (UCD), User experience design (UXD)<\/li>\r\n \t<li>Product development, Service design, Industrial design<\/li>\r\n<\/ul><\/td>\n                                        <td>Literature review<br \/>\r\nDesign research<br \/>\r\nQualitative<\/td>\n                                        <td>What are the possible designs of technology-driven altered states of consciousness?<br \/>\r\n<br \/>\r\nHow could the design of games alter users\u2019 states of consciousness?<br \/>\r\n<br \/>\r\nHow can altered states of consciousness be portrayed in video games?<br \/>\r\n<br \/>\r\nWhat are the ethical concerns around technological alteration of states of consciousness?<br \/>\r\n<br \/>\r\nHow is the user experience of currently available altered states of consciousness games?<\/td>\n                                        <td>Jung, S., Xiao, R., Buruk, O. O., & Hamari, J. (2021). <a href=\"https:\/\/dl.acm.org\/doi\/abs\/10.1145\/3430524.3446067\" rel=\"noopener\" target=\"_blank\">Designing Gaming Wearables: From Participatory Design to Concept Creation<\/a>. In <em>Proceedings of the 15th International Conference on Tangible, Embedded, and Embodied Interaction<\/em>, 1-14. <br \/>\r\n<br \/>\r\n[Forthcoming] Jung, S., Buruk, O. O., & Hamari, J. (2022). <a href=\"https:\/\/doi.org\/10.1145\/3546155.3546667\" rel=\"noopener\" target=\"_blank\">Altered States of Consciousness in Human-Computer Interaction: A Review<\/a>. In <em>Proceedings of the Nordic Human-Computer Interaction Conference<\/em>, 1-13. <\/td>\n                                      <\/tr>  <\/table>\n<\/div>\n\n<\/div>\n<\/div>\n[\/vc_column_text][\/vc_column][\/vc_row]\n<\/div>","protected":false},"excerpt":{"rendered":"<p>[vc_row row_type=&#8221;row&#8221; use_row_as_full_screen_section=&#8221;no&#8221; type=&#8221;full_width&#8221; text_align=&#8221;left&#8221; background_animation=&#8221;none&#8221; css_animation=&#8221;&#8221;][vc_column][vc_column_text] Complete your master thesis under the guidance of our group! &nbsp; Gamification Group (GG)\u00a0is a world-leading research group in several areas where technology and humanity meet. GG is internationally revered for seminal academic and societal contributions in the&#8230;<\/p>\n","protected":false},"author":1,"featured_media":0,"parent":0,"menu_order":0,"comment_status":"closed","ping_status":"closed","template":"","meta":{"footnotes":""},"_links":{"self":[{"href":"https:\/\/webpages.tuni.fi\/gamification\/wp-json\/wp\/v2\/pages\/2586"}],"collection":[{"href":"https:\/\/webpages.tuni.fi\/gamification\/wp-json\/wp\/v2\/pages"}],"about":[{"href":"https:\/\/webpages.tuni.fi\/gamification\/wp-json\/wp\/v2\/types\/page"}],"author":[{"embeddable":true,"href":"https:\/\/webpages.tuni.fi\/gamification\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/webpages.tuni.fi\/gamification\/wp-json\/wp\/v2\/comments?post=2586"}],"version-history":[{"count":11,"href":"https:\/\/webpages.tuni.fi\/gamification\/wp-json\/wp\/v2\/pages\/2586\/revisions"}],"predecessor-version":[{"id":9617,"href":"https:\/\/webpages.tuni.fi\/gamification\/wp-json\/wp\/v2\/pages\/2586\/revisions\/9617"}],"wp:attachment":[{"href":"https:\/\/webpages.tuni.fi\/gamification\/wp-json\/wp\/v2\/media?parent=2586"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}