Lobna Hassan
Orcid: 0000-0002-6201-9159
According to our database1,
Lobna Hassan
authored at least 35 papers
between 2016 and 2024.
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Bibliography
2024
Accessibility of games and game-based applications: A systematic literature review and mapping of future directions.
New Media Soc., 2024
Proceedings of the ACM International Conference on Interactive Media Experiences, 2024
Not just Atmosphere: Game Music Design for Accessible In-Game Information Communication.
Proceedings of the 27th International Academic Mindtrek Conference, 2024
Inclusive VR gaming with older adults: Accessibility of entertainment and educational VR games.
Proceedings of the 27th International Academic Mindtrek Conference, 2024
Introduction to the Minitrack on Services for All: Inclusion, Accessibility, and Diversity.
Proceedings of the 57th Hawaii International Conference on System Sciences, 2024
Accessibility of Educational Games and Game-Based Approaches to People with Learning and Physical Disabilities: A Systematic Literature Review.
Proceedings of the 57th Hawaii International Conference on System Sciences, 2024
2023
Entertain. Comput., August, 2023
Participatory Budgeting Case Studies throughout the Ages: A Longitudinal, Thematic, Systematic Literature Study.
Proceedings of the 56th Hawaii International Conference on System Sciences, 2023
Proceedings of the 7th International GamiFIN Conference, 2023
Accessibility of Kahoot! And Quizizz: Utilizing educational games with Elderly Students.
Proceedings of the 11th International Conference on Communities and Technologies (C&T), Lahti, Finland, 29 May 2023, 2023
2022
Storifying a Serious Mobile Game: Exploring Players' Perception of Storification Features, Narrative Engagement, and Behavioral Intentions.
Proceedings of the 25th International Academic Mindtrek conference, 2022
Popular Accessibility Settings in Digital Games: What accessibility settings do players with disabilities use and need?
Proceedings of the 25th International Academic Mindtrek conference, 2022
Proceedings of the 6th International GamiFIN Conference, Tampere, Finland, April 26-29, 2022, 2022
2021
The Role Sound Plays in Games: : A Thematic Literature Study on Immersion, Inclusivity and Accessibility in Game Sound Research.
Proceedings of the Mindtrek '21: Academic Mindtrek 2021, 2021
Proceedings of the 54th Hawaii International Conference on System Sciences, 2021
Proceedings of the 54th Hawaii International Conference on System Sciences, 2021
Proceedings of the 54th Hawaii International Conference on System Sciences, 2021
"Switch" up your exercise: An empirical analysis of online user discussion of the Ring Fit Adventure exergame.
Proceedings of the 5th International GamiFIN Conference, Levi, Finland, April 7-9, 2021, 2021
Proceedings of the 5th International GamiFIN Conference, Levi, Finland, April 7-9, 2021, 2021
2020
Fame and fortune, or just fun? A study on why people create content on video platforms.
Internet Res., 2020
Gameful civic engagement: A review of the literature on gamification of e-participation.
Gov. Inf. Q., 2020
Gameful Self-Regulation: A Study on How Gamified Self-Tracking Features Evoke Gameful Experiences.
Proceedings of the 53rd Hawaii International Conference on System Sciences, 2020
Flow in VR: A Study on the Relationships Between Preconditions, Experience and Continued Use.
Proceedings of the 53rd Hawaii International Conference on System Sciences, 2020
Proceedings of the 53rd Hawaii International Conference on System Sciences, 2020
Proceedings of the 4th International GamiFIN Conference, Levi, Finland, April 1-3, 2020, 2020
2019
How motivational feedback increases user's benefits and continued use: A study on gamification, quantified-self and social networking.
Int. J. Inf. Manag., 2019
Int. J. Innov. Digit. Econ., 2019
Play, Playbour or Labour? The Relationships between Perception of Occupational Activity and Outcomes among Streamers and YouTubers.
Proceedings of the 52nd Hawaii International Conference on System Sciences, 2019
Proceedings of the 52nd Hawaii International Conference on System Sciences, 2019
2018
Gamification, quantified-self or social networking? Matching users' goals with motivational technology.
User Model. User Adapt. Interact., 2018
Inf. Softw. Technol., 2018
Liking the Game: How Can Spectating Motivations Influence Social Media Usage at Live Esports Events?
Proceedings of the 9th International Conference on Social Media and Society, 2018
First-hand experience of why gamification projects fail and what could be done about it.
Proceedings of the 2nd International GamiFIN Conference, Pori, Finland, May 21-23, 2018., 2018
Enter Hogwarts: Lessons on how to gamify education from the wizarding world of Harry Potter.
Proceedings of the 2nd International GamiFIN Conference, Pori, Finland, May 21-23, 2018., 2018
2016
Int. J. E Adopt., 2016