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Towards a Definition of Sportification with Generative Power Beyond Sports

Published: 07 November 2022 Publication History

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References

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Mikhail Batuev and Leigh Robinson. 2018. What influences organisational evolution of modern sport: the case of skateboarding. Sport, Business and Management: An International Journal 8, 5(2018), 492–510. https://doi.org/10.1108/SBM-10-2017-0052
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Sebastian Deterding, Dan Dixon, Rilla Khaled, and Lennart E. Nacke. 2011. From Game Design Elements to Gamefulness: Defining ”Gamification”. In Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments (Tampere, Finland) (MindTrek ’11). ACM, New York, NY, USA, 9–15. https://doi.org/10.1145/2181037.2181040
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Roland Graf, Pallavi Benawri, Amy E. Whitesall, Dashiell Carichner, Zixuan Li, Michael Nebeling, and Hun Seok Kim. 2019. IGYM: An Interactive Floor Projection System for Inclusive Exergame Environments. In Proceedings of the Annual Symposium on Computer-Human Interaction in Play (Barcelona, Spain) (CHI PLAY ’19). Association for Computing Machinery, New York, NY, USA, 31–43. https://doi.org/10.1145/3311350.3347161
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cover image ACM Conferences
CHI PLAY '22: Extended Abstracts of the 2022 Annual Symposium on Computer-Human Interaction in Play
November 2022
419 pages
ISBN:9781450392112
DOI:10.1145/3505270
Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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Published: 07 November 2022

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