Can gamified approaches promote climate change engagement?

[embed]https://www.youtube.com/watch?v=wroFb_xhf3A&ab_channel=TampereUniversities[/embed] “Gamification can engage players’ climate change cognition, affect and behavior and provide engaging gameful experiences, but research and design in this area can still improve.” Engaging with climate change goes way beyond being aware of scientific facts. Active engagement comprises an ongoing state of connection consisting...

Introducing VISQUAL: Scale for measuring visual qualities of graphical user interface elements

Interface aesthetics in our everyday devices have quickly started to garner attention as the means to positively affect usability and satisfaction. Moreover, interfaces that adapt to personal needs are increasingly common, which offers multiple options for different preferences considering layout flexibility and design. Perceptions of appealing...

Getting Healthy by Catching Them All: A Study on the Relationship between Player Orientations and Perceived Health Benefits in an Augmented Reality Game

Augmented Reality (AR) refers to the interactive coexistence of computer generated assets within the physical reality [4]. Such coexistence creates a unique opportunity in video games scenery, especially by altering the traditional way of playing video games. One of the earliest examples of the mobile...

Play, Playbour or Labour? The Relationships between Perception of Occupational Activity and Outcomes among Streamers and YouTubers

The development of digital technology and the information society has had a significant impact on our working environments and cultures. Technology has advanced our work and communication practices beyond the borders of physical location, but has also provided us with the ability to introduce work...