"My Lockdown Escape": A Data Collection Approach based on Gamification and Crowdsourcing for Subjective Perspectives, Self-Empathy, and Memories about Past Experiences

Author:

Tocchetti Andrea1ORCID,Talenti Silvia Maria1ORCID,Brambilla Marco1ORCID

Affiliation:

1. Dipartimento di Elettronica, Informazione e Bioingegneria, Politecnico di Milano, Italy

Funder

H2020 Societal Challenges

Publisher

ACM

Reference46 articles.

1. Amira Ahmed and Frances Johnson. 2021. Gamification as a Way of Facilitating Emotions During Information-Seeking Behaviour: A Systematic Review of Previous Research. In Diversity, Divergence, Dialogue, Katharina Toeppe, Hui Yan, and Samuel Kai Wah Chu (Eds.). Springer International Publishing, Cham, 85–98.

2. Lost in lockdown? COVID-19, social distancing, and mental health in Germany;Armbruster Stephanie;Diskussionsbeiträge,2020

3. Aaron Bangor, Phil Kortum, and James Miller. 2009. Determining What Individual SUS Scores Mean: Adding an Adjective Rating Scale. J. Usability Stud. 4 (04 2009), 114–123.

4. John Brooke. 1996. SUS – a quick and dirty usability scale. 189–194.

5. Changes in sleep pattern, sense of time and digital media use during COVID‐19 lockdown in Italy

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