OSUVA - Selaus asiasanan "games" mukaan
Aineistot 1-8 / 8
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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, ... -
Evaluating the Usability of the Finnish Translation of NHL 20
(13.04.2020)
Pro gradu -tutkielmaTämän tutkimuksen tarkoituksena on tutkia NHL 20 -pelin suomenkielisen käännöksen käytettävyyttä. Tarkemmin ottaen tutkimus keskittyy pelin alussa esiintyviin pika-asetuksiin, sekä päävalikon pelitiloihin. NHL 20 on ... -
Gamification of risk management learning material in the ESF-funded Kompassi project : report on case “Riskivirasto”
(Vaasan yliopisto, 20.02.2024)
reportThe Kompassi project, funded by the European Social Fund (ESF) and coordinated by the University of Vaasa, aimed to improve through a digital learning environment the competencies of Finnish South Ostrobothnian companies ... -
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 effect of financial ratios on the firm value of video game companies : Evidence from the global gaming sector
(04.06.2021)
Pro gradu -tutkielmaTämä pro gradu -tutkielma käsittelee kansainvälisiä videopelimarkkinoita ja yhteyttä tunnuslukujen ja yritysten arvostuksen välillä. Tutkimus koostuu lineaarisesta regressioanalyysistä ja 24:stä julkisesti noteeratusta ... -
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 ...