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Advances in Educational Technologies and Instructional Design; Navigating Virtual Worlds and the Metaverse for Enhanced E-Learning ,
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Exploring the Emerging Potential of the Metaverse in Educat..:
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Springer Series in Design and Innovation; Ergonomics and Nudging for Health, Safety and Happiness ,
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Public Services Innovation Through Gamification. From Conce..:
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Communications in Computer and Information Science; Videogame Sciences and Arts ,
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Esports Sponsorships: The Double-Edged Sword Effect of Havi..:
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Handbook of Research on Cross-Disciplinary Uses of Gamification in Organizations; Advances in Business Strategy and Competitive Advantage ,
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How to Gamify E-Government Services?: A Taxonomy of Game El..:
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2020 6th International Conference of the Immersive Learning Research Network (iLRN) ,
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Gamification in E-government Platforms and Services: A Lite..:
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Communications in Computer and Information Science; Videogame Sciences and Arts ,
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How Society's Negative View of Videogames Can Discourage Br..:
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2016 11th Iberian Conference on Information Systems and Technologies (CISTI) ,
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Designing digital games for learning: A conceptual framewor..:
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2016 8th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES) ,
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Open Device Lab: An Analysis of Available Devices in the Ga..:
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2015 10th Iberian Conference on Information Systems and Technologies (CISTI) ,
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Digital games in Catalan classrooms: Teacher's point of vie..:
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Communication and Applied Technologies; Smart Innovation, Systems and Technologies ,
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Co-creation, Co-design, and Co-production: Enablers and Bar..:
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2021 International Conference on Computational Science and Computational Intelligence (CSCI) ,
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COVIUAM: A mobile app to get information about COVID-19 cas..:
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2016 IEEE International Autumn Meeting on Power, Electronics and Computing (ROPEC) ,
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Nonlinear optimal control for reducing vibrations in civil ..:
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Biotechnology for Fuels and Chemicals ,
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