Adam Palmquist

Orcid: 0000-0003-0943-6022

According to our database1, Adam Palmquist authored at least 18 papers between 2018 and 2023.

Collaborative distances:
  • Dijkstra number2 of five.
  • Erdős number3 of five.

Timeline

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Bibliography

2023
Design Elements of Conflict: A Design Study of a Gamified Smartphone Application for Employee Onboarding.
Technol. Knowl. Learn., 2023

2022
Design Implications for a Gamified Recycling House.
Proceedings of the HCI in Games, 2022

Does behaviour match user typologies? An exploratory cluster analysis of behavioural data from a gamified fitness platform.
Proceedings of the 6th International GamiFIN Conference, Tampere, Finland, April 26-29, 2022, 2022

2021
A Practical View of Gamifying Information Systems for the Future.
Int. J. Gaming Comput. Mediat. Simulations, 2021

'Gamification was not the problem': A case study exploring factors affect teachers approvement of gamification.
Proceedings of the Mindtrek '21: Academic Mindtrek 2021, 2021

"I Think It's Quite Subtle, So It Doesn't Disturb Me": Employee Perceptions of Levels, Points and Badges in Corporate Training.
Proceedings of the Human Interaction, Emerging Technologies and Future Systems V, 2021

Influence of Gender, Age, and Frequency of Use on Users' Attitudes on Gamified Online Learning.
Proceedings of the Human Interaction, Emerging Technologies and Future Applications IV - Proceedings of the 4th International Conference on Human Interaction and Emerging Technologies: Future Applications (IHIET, 2021

Factors Related to the Use and Perception of a Gamified Application for Employee Onboarding.
Proceedings of the Human Interaction, Emerging Technologies and Future Applications IV - Proceedings of the 4th International Conference on Human Interaction and Emerging Technologies: Future Applications (IHIET, 2021

Lost in translation: A study of (mis)conceptions, (mis)communication and concerns when implementing gamification in corporate (re)training.
Proceedings of the 54th Hawaii International Conference on System Sciences, 2021

Gamification Design Predicaments for E-learning.
Proceedings of the HCI in Games: Serious and Immersive Games, 2021

To What Extent is Gamification an Effective Tool for Onboarding Users into a DHM Tool.
Proceedings of the Design, User Experience, and Usability: UX Research and Design, 2021

An industry experiment of academic performance and drop-out in gamified distance education.
Proceedings of the 5th International GamiFIN Conference, Levi, Finland, April 7-9, 2021, 2021

Teachers' perception and adoption of a gamified blended learning implementation in upper secondary education.
Proceedings of the 5th International GamiFIN Conference, Levi, Finland, April 7-9, 2021, 2021

2020
Knowledge Strategies for Organization 4.0 - A Workforce Centric Approach.
Proceedings of the Advances in Production Management Systems. Towards Smart and Digital Manufacturing, 2020

Broader Understanding of Gamification by Addressing Ethics and Diversity.
Proceedings of the HCI International 2020 - Late Breaking Papers: Cognition, Learning and Games, 2020

The first rule of gamification is "Don't talk about gamification": Discussions about gamified workforce retraining in the age of digitalization.
Proceedings of the 4th International GamiFIN Conference, Levi, Finland, April 1-3, 2020, 2020

2019
A product to gamify other products; implementing gamification in existing software.
Proceedings of the 11th International Conference on Virtual Worlds and Games for Serious Applications, 2019

2018
Conceptualizing Embodied Automation to Increase Transfer of Tacit knowledge in the Learning Factory.
Proceedings of the 9th IEEE International Conference on Intelligent Systems, 2018


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