"games" - Selaus asiasanan mukaanArtikkelit
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CryptoKitties and the new ludic economy : how blockchain introduces value, ownership, and scarcity in digital gaming
(SAGE, 20.02.2020)
articleThis article analyzes specific characteristics of value created through digital scarcity and blockchain-proven ownership in cryptogames. Our object of study is CryptoKitties, the first instance of a blockchain-based game ... -
Ethical Considerations in Gamified Interactive Marketing Praxis
(Palgrave Macmillan, 26.01.2023)
bookPartGamification with various designs is becoming a mainstay of interactive marketing, used to pervasively and holistically to in value-creating marketing practices. Beyond marketing, gamification is commonly seen as a technology, ... -
Playful approaches to news engagement
(SAGE, 14.05.2020)
articleFrom crossword puzzles and quizzes to more complex gamification strategies and serious newsgames, legacy media has long explored ways to deploy playful approaches to deliver their content and engage with the audience. We ... -
Queering the Zombie
(Routledge, Taylor & Francis Group, 23.07.2019)
articleThis article starts with the observation that all monsters are created by humans and thus they serve specific cultural and sociopolitical purposes. The study is set to finding out, first, how the traditional figure of the ... -
The effects of game-based financial education : New survey evidence from lower-secondary school students in Finland
(Taylor and Francis, 21.02.2022)
articleThe authors of this article studied the effects of game-based financial education approaches using a sample of lower-secondary school students in Finland. The sample consisted of 640 students from 42 schools in different ...