Out of the Box, into the Cubes: Envisioning User Experiences Through a Tool for Gamification, Toyification and Playification

Author:

Ihamäki Pirita,Heljakka Katriina

Publisher

Springer International Publishing

Reference31 articles.

1. Boulet, G.: Gamification: The Lates Buzzword and the Next Fad, eLearn magazine, Where Thought and Practice Meet (2012). https://elearnmag.acm.org/archive.cfm?aid=2421596 . Accessed 19 Oct 2019

2. Raessens, J.: Homo ludens 2.0. The ludic turn in media theory. Inaugural address Utrecht University (2012). https://mediarep.org/bitstream/handle/doc/2965/Rethinking_Gamification_91-114_Raessens_Ludification.pdf?sequence=1 . Accessed 19 Oct 2019

3. Runco, M.A., Jaeger, G.J.: The standard definition of creativity. Creat. Res. J. 24, 92–96 (2012). https://doi.org/10.1080/10400419.2012.650092

4. Corazza, G.E.: Potential originality and effectiveness: the dynamic definition of creativity. Creat. Res. J. 28(3), 258–267 (2016). https://doi.org/10.1080/10400419.2016.1195627

5. Runco, M.A.: A commentary on the social perspective on creativity. Creat. Theor. Res. Appl. 2, 21–31 (2015)

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1. Targeting Experiences;Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering;2020

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