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Lobna Hassan
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2020 – today
- 2024
- [j9]Lobna Hassan
:
Accessibility of games and game-based applications: A systematic literature review and mapping of future directions. New Media Soc. 26(4): 2336-2384 (2024) - [c30]Lobna Hassan, Dominik Siemon, Kat Schrier, Sami Hyrynsalmi:
Introduction to the Minitrack on Services for All: Inclusion, Accessibility, and Diversity. HICSS 2024: 1606-1607 - [c29]Lobna Hassan:
Accessibility of Educational Games and Game-Based Approaches to People with Learning and Physical Disabilities: A Systematic Literature Review. HICSS 2024: 1608-1617 - [c28]Mirkka Forssell
, Lobna Hassan
, Markku Turunen
:
Inclusive VR gaming with older adults: Accessibility of entertainment and educational VR games. MindTrek 2024: 201-210 - [c27]Rudolf Westerholm
, Kai Tuuri
, Lobna Hassan
:
Not just Atmosphere: Game Music Design for Accessible In-Game Information Communication. MindTrek 2024: 211-219 - [c26]Mirkka Forssell
, Janne Paavilainen
, Lobna Hassan
, Markku Turunen
:
Older adults' playful experiences of VR gaming. IMX 2024: 182-191 - 2023
- [j8]Pauliina Baltzar
, Lobna Hassan
, Markku Turunen
:
Social accessibility in multiplayer games: Theory and praxis. Entertain. Comput. 47: 100592 (2023) - [c25]Mirkka Forssell
, Lobna Hassan
, Markku Turunen
, Isabella Aura
:
Accessibility of Kahoot! And Quizizz: Utilizing educational games with Elderly Students. C&T 2023: 75-84 - [c24]Isabella Aura, Simo Järvelä, Lobna Hassan, Juho Hamari:
Gamified city for 6th graders: The effect of gameful experience on students' 21st century readiness in Finland. DiGRA 2023 - [c23]Lobna Hassan, Henrietta Jyhlä, Max Sjöblom, Juho Hamari:
Why do people use VR (games)? A study of continued use and spending. DiGRA 2023 - [c22]Pauliina Baltzar, Lobna Hassan, Markku Turunen:
Assistive technology in gaming: A survey of gamers with disabilities. GamiFIN 2023: 113-118 - [c21]Rakshya Bhattarai, Lobna Hassan, Mikko Vesa:
Participatory Budgeting Case Studies throughout the Ages: A Longitudinal, Thematic, Systematic Literature Study. HICSS 2023: 1900-1909 - 2022
- [c20]Lobna Hassan, Pauliina Baltzar:
Social aspects in game accessibility research: a literature review. DiGRA 2022 - [c19]Isabella Aura, Lobna Hassan, Juho Hamari:
Gameful civic education: A systematic literature review of empirical research. GamiFIN 2022: 1-10 - [c18]Lobna Hassan, J. Tuomas Harviainen, Juho Hamari, Mattia Thibault:
Introduction to the Minitrack on Engaging Governance. HICSS 2022: 1 - [c17]Simo Järvelä
, Lewen Wei
, Lobna Hassan
, Juho Hamari
:
Storifying a Serious Mobile Game: Exploring Players' Perception of Storification Features, Narrative Engagement, and Behavioral Intentions. MindTrek 2022: 53-61 - [c16]Pauliina Baltzar
, Markku Turunen
, Lobna Hassan
:
Popular Accessibility Settings in Digital Games: What accessibility settings do players with disabilities use and need? MindTrek 2022: 359-363 - 2021
- [c15]Isabella Aura, Lobna Hassan, Juho Hamari:
My school is Hogwarts: Students' social behavior in storified classes. GamiFIN 2021: 11-20 - [c14]Chien Lu, Lobna Hassan, Oguz Turan Buruk, Timo Nummenmaa, Jaakko Peltonen:
"Switch" up your exercise: An empirical analysis of online user discussion of the Ring Fit Adventure exergame. GamiFIN 2021: 70-79 - [c13]Juho Hamari, Lobna Hassan, Nannan Xi:
Introduction to the Minitrack on Gamification. HICSS 2021: 1 - [c12]J. Tuomas Harviainen, Ari Haasio, Teemu Ruokolainen, Lobna Hassan, Piotr Siuda, Juho Hamari:
Information Protection in Dark Web Drug Markets Research. HICSS 2021: 1-8 - [c11]Lobna Hassan, Mattia Thibault, J. Tuomas Harviainen, Juho Hamari:
Introduction to the Minitrack on Engaging Governance. HICSS 2021: 1 - [c10]Georgina Guillen
, Henrietta Jylhä, Lobna Hassan:
The Role Sound Plays in Games: : A Thematic Literature Study on Immersion, Inclusivity and Accessibility in Game Sound Research. MindTrek 2021: 12-20 - 2020
- [j7]Lobna Hassan
, Juho Hamari:
Gameful civic engagement: A review of the literature on gamification of e-participation. Gov. Inf. Q. 37(3): 101461 (2020) - [j6]Maria Törhönen
, Max Sjöblom
, Lobna Hassan
, Juho Hamari:
Fame and fortune, or just fun? A study on why people create content on video platforms. Internet Res. 30(1): 165-190 (2020) - [c9]Lobna Hassan, Jere Rantalainen, Nannan Xi, Henri Pirkkalainen, Juho Hamari:
The relationship between player types and gamification feature preferences. GamiFIN 2020: 11-20 - [c8]Juho Hamari, Mattia Thibault, Lobna Hassan:
Introduction to the Minitrack on Gamification. HICSS 2020: 1 - [c7]Lobna Hassan, Henrietta Jylhä, Max Sjöblom, Juho Hamari:
Flow in VR: A Study on the Relationships Between Preconditions, Experience and Continued Use. HICSS 2020: 1-10 - [c6]Lobna Hassan, Nannan Xi, Bahadir Gurkan, Jonna Koivisto, Juho Hamari:
Gameful Self-Regulation: A Study on How Gamified Self-Tracking Features Evoke Gameful Experiences. HICSS 2020: 1-10
2010 – 2019
- 2019
- [j5]J. Tuomas Harviainen
, Lobna Hassan
:
Governmental Service Gamification: Central Principles. Int. J. Innov. Digit. Econ. 10(3): 1-12 (2019) - [j4]Lobna Hassan
, Antonio Dias, Juho Hamari
:
How motivational feedback increases user's benefits and continued use: A study on gamification, quantified-self and social networking. Int. J. Inf. Manag. 46: 151-162 (2019) - [c5]Lobna Hassan, Juho Hamari:
Gamification of E-Participation: A Literature Review. HICSS 2019: 1-10 - [c4]Maria Törhönen, Lobna Hassan, Max Sjöblom, Juho Hamari:
Play, Playbour or Labour? The Relationships between Perception of Occupational Activity and Outcomes among Streamers and YouTubers. HICSS 2019: 1-10 - 2018
- [j3]Benedikt Morschheuser
, Lobna Hassan
, Karl Werder
, Juho Hamari
:
How to design gamification? A method for engineering gamified software. Inf. Softw. Technol. 95: 219-237 (2018) - [j2]Juho Hamari
, Lobna Hassan
, Antonio Dias:
Gamification, quantified-self or social networking? Matching users' goals with motivational technology. User Model. User Adapt. Interact. 28(1): 35-74 (2018) - [c3]Lobna Hassan, J. Tuomas Harviainen, Juho Hamari:
Enter Hogwarts: Lessons on how to gamify education from the wizarding world of Harry Potter. GamiFIN 2018: 30-39 - [c2]Lobna Hassan, Benedikt Morschheuser, Nader Alexan, Juho Hamari:
First-hand experience of why gamification projects fail and what could be done about it. GamiFIN 2018: 141-150 - [c1]Max Sjöblom
, Lobna Hassan
, Joseph Macey
, Maria Törhönen
, Juho Hamari
:
Liking the Game: How Can Spectating Motivations Influence Social Media Usage at Live Esports Events? SMSociety 2018: 160-167 - 2016
- [j1]Hany Abdelghaffar, Lobna Hassan:
The Use of Social Networks in Achieving e-Democracy in the Arab Spring Countries. Int. J. E Adopt. 8(2): 17-33 (2016)
Coauthor Index
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