Adverse consequences of emotional support seeking through social network sites in coping with stress from a global pandemic | 0 | 0.34 | 2022 |
Playing location-based games is associated with psychological well-being: an empirical study of Pokemon GO players | 0 | 0.34 | 2022 |
Learning History With Location-Based Applications: An Architecture For Points Of Interest In Multiple Layers | 0 | 0.34 | 2021 |
Video games and religion - Lutheran Church employees' perspectives on similarities between virtual and spiritual worlds. | 0 | 0.34 | 2021 |
Technical cheating prevention in location-based games. | 0 | 0.34 | 2021 |
Continued use intention of wearable health technologies among the elderly: an enablers and inhibitors perspective | 0 | 0.34 | 2021 |
Group polarisation among location-based game players: an analysis of use and attitudes towards game slang | 0 | 0.34 | 2021 |
Why Playing Augmented Reality Games Feels Meaningful To Players? The Roles Of Imagination And Social Experience | 1 | 0.35 | 2021 |
Digital Transformation of Software Development - Implications for the Future of Work. | 0 | 0.34 | 2021 |
Scambaiting as a Form of Online Video Entertainment - An Exploratory Study. | 0 | 0.34 | 2020 |
Do primal instincts explain engagement in location-based games? A hypothesis-forming focus group study on territorial behavior. | 0 | 0.34 | 2020 |
Location-Based Games As Exergames - From Pokemon To The Wizarding World | 1 | 0.39 | 2020 |
Integrating Theological Aspects to Engineering Education | 0 | 0.34 | 2020 |
Propagating AI Knowledge Across University Disciplines- The Design of A Multidisciplinary AI Study Module. | 0 | 0.34 | 2020 |
What drives unverified information sharing and cyberchondria during the COVID-19 pandemic? | 0 | 0.34 | 2020 |
Designing Community identification - a Multi-method Approach. | 0 | 0.34 | 2020 |
Increasing Customer Awareness on Food Waste at University Cafeteria with a Sensor-Based Intelligent Self-Serve Lunch Line | 0 | 0.34 | 2020 |
Man-in-the-Browser Attacks Against IoT Devices - A Study of Smart Homes. | 0 | 0.34 | 2020 |
Evaluation of the Pedagogical Quality of Mobile Math Games in App Marketplaces | 0 | 0.34 | 2020 |
Is Simulating Casino Environments in Video Games Worse than Gambling with Loot Boxes? The Case of the Removed Pokémon Game Corner. | 0 | 0.34 | 2020 |
AI in Cybersecurity Education- A Systematic Literature Review of Studies on Cybersecurity MOOCs | 1 | 0.36 | 2020 |
The Role of Music in 21st Century Education-Comparing Programming and Music Composing | 0 | 0.34 | 2020 |
Learning Social Skills and Acquiring Social Capital through Pervasive Gaming. | 0 | 0.34 | 2020 |
Did location based games motivate players to socialize during COVID 19? | 1 | 0.36 | 2020 |
The Effects Playing Pokémon GO has on Physical Activity -A Systematic Literature Review. | 0 | 0.34 | 2020 |
Children in 2077: Designing Children's Technologies in the Age of Transhumanism | 0 | 0.34 | 2020 |
The Effect of Team Choice in Ingress and Pokémon GO for Players' Social Circles and Attitudes Towards Game Slang. | 0 | 0.34 | 2020 |
A Lightweight Co-Construction Activity For Teaching 21st Century Skills At Primary Schools | 0 | 0.34 | 2019 |
Minimizing the Number of Dropouts in University Pedagogy Online Courses | 1 | 0.37 | 2019 |
Analysis of the Quality of Points of Interest in the Most Popular Location-based Games | 0 | 0.34 | 2019 |
Identifying Factors for Integrating Math and Music Education at Primary Schools in Namibia. | 0 | 0.34 | 2019 |
Solving Diversity Issues in University Staff Training with UNIPS Pedagogical Online Courses | 0 | 0.34 | 2019 |
Potential Benefits of Playing Location-Based Games - An Analysis of Game Mechanics. | 0 | 0.34 | 2019 |
Retention of University Teachers and Doctoral Students in UNIPS Pedagogical Online Courses. | 0 | 0.34 | 2019 |
A Review of Location-based Games: Do They All Support Exercise, Social Interaction and Cartographical Training? | 0 | 0.34 | 2019 |
Development of an Online Learning Platform for University Pedagogical Studies-Case Study. | 0 | 0.34 | 2018 |
Co-creative engineering curriculum design — Case East Africa | 0 | 0.34 | 2018 |
Designing a Game for Learning Math by Composing: A Finnish Primary School Case. | 0 | 0.34 | 2017 |