| Vol-3669 urn:nbn:de:0074-3669-2 Copyright © 2024 for the individual papers by the papers' authors. Copyright © 2024 for the volume as a collection by its editors. This volume and its papers are published under the Creative Commons License Attribution 4.0 International (CC BY 4.0).

# GamiFIN 2024
GamiFIN Conference 2024

### Proceedings of the 8th International GamiFIN Conference

### Ruka, Finland, April 2-5, 2024.

Edited by

### Prajwal DSouza *
Mila Bujić *
Nannan Xi *
Juho Hamari *

* Gamification Group, Tampere University, Finland

## Table of Contents

- Preface
  Summary: There were 36 papers submitted for peer-review to the GamiFIN 2024 conference. Out of these, 17 papers were accepted for the conference and for publication in this proceedings volume.

### Session 1: (e)Sports

- Gaze control ability of League of Legends players in various game situations: Perspectives from solo- ranked match 1-9
  Inhyeok Jeong, Donghyun Kim, Naotsugu Kaneko, Kimitaka Nakazawa
- Perceptions of esports and esport athleticism among gamers 10-22
  Radosław Trepanowski, Wu Li, Juho Hamari
- A toxic triad: Aggression, anger and authoritarianism - A study with multiplayer online battle arena game players 23-32
  Bastian Kordyaka, Samuli Laato, Bjoern Niehaves
- Exploring gamification in team sports: A scoping review and research agenda 33-46
  Sandra Birnstiel, Benedikt Morschheuser

### Session 2: Game-based education

- The use of gamification and virtual reality in higher education: A literature review 47-54
  Kristina Nagel, Maria Rauschenberger
- Gamified interventions for refugee children in primary education: A scoping study 55-67
  Katerina Bizota, Maria Papadopoulou
- An educational leap of faith: Exploring the connections between instructional architectures and digital game spaces 68-78
  Michele Sardo, Mattia Thibault
- Improving critical graph reading skills: The potential might lie in game-based learning 79-87
  Juho Siuko, Elizabeth Cloude, Kristian Kiili

### Session 3: @ Gamification

- Designing and implementing a global multilingual real-time location-based game as a novel highly gamified spatial crowdsourcing platform 88-109
  Manuel Baer
- Designing locative human-forest interactions through playful design workshops 110-120
  Timo Nummenmaa, Philip Chambers, Mattia Thibault, Samuli Laato, Ferran Altarriba Bertran, Daniel Fernández Galeote, Oğuz Buruk
- "Beavers don't walk on roads": Beaver-play for more-than-human cartographies 121-131
  Linas Kristupas Gabrielaitis, Laura op de Beke, Oğuz Buruk, Velvet Spors, Ferran Altarriba Bertran

### Session 4: Wild Card

- Self-avatar representation matters: Deciphering user immersion in VR games through Steam reviews 132-141
  Dion Deng, Mila Bujić, Wang Chi Lee, Ming Rui Li, Juho Hamari
- Using serious games for (social) engagement in vision development for circular business parks 142-149
  Joline Carlijn Frens, Geertje Bekebrede, Jaco Quist
- What would Plato say? Concepts and notions from Greek philosophy applied to gamification mechanics for a meaningful and ethical gamification 150-158
  Kostas Karpouzis

### Session 5: Green, nature, and sustainability

- Untitled Bee Game: Be(e)ing mean to learn more about eco-sustainability 159-169
  Federico Bonetti, Simone Bassanelli, Antonio Bucchiarone, Federica Gini, Annapaola Marconi
- Gamifying responsibly: Sustainable HCI for the future 170-182
  Georgina Guillén Mandujano, Nevena Sicevic, Juho Hamari
- Promoting green mobility through gamified transportation campaigns 183-193
  Simone Bassanelli, Federica Gini, Antonio Bucchiarone, Annapaola Marconi

2024-04-14: submitted by Mila Bujić, metadata incl. bibliographic data published under Creative Commons CC0
2024-04-25: published on CEUR Workshop Proceedings (CEUR-WS.org, ISSN 1613-0073) |valid HTML5|