{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2026,3,13]],"date-time":"2026-03-13T15:58:28Z","timestamp":1773417508801,"version":"3.50.1"},"publisher-location":"New York, NY, USA","reference-count":38,"publisher":"ACM","license":[{"start":{"date-parts":[[2023,7,5]],"date-time":"2023-07-05T00:00:00Z","timestamp":1688515200000},"content-version":"vor","delay-in-days":0,"URL":"https:\/\/creativecommons.org\/licenses\/by\/4.0\/"}],"content-domain":{"domain":["dl.acm.org"],"crossmark-restriction":true},"short-container-title":[],"published-print":{"date-parts":[[2023,7,5]]},"DOI":"10.1145\/3594806.3594858","type":"proceedings-article","created":{"date-parts":[[2023,8,10]],"date-time":"2023-08-10T17:38:12Z","timestamp":1691689092000},"page":"53-61","update-policy":"https:\/\/doi.org\/10.1145\/crossmark-policy","source":"Crossref","is-referenced-by-count":7,"title":["Gamified experiences using 360\u00b0 photography"],"prefix":"10.1145","author":[{"ORCID":"https:\/\/orcid.org\/0009-0009-7820-797X","authenticated-orcid":false,"given":"Aldo","family":"Xhako","sequence":"first","affiliation":[{"name":"Institute of Computer Science Foundation for Research and Technology\u2014Hellas (FORTH), Greece"}]},{"ORCID":"https:\/\/orcid.org\/0000-0001-9663-1242","authenticated-orcid":false,"given":"Emmanouil","family":"Zidianakis","sequence":"additional","affiliation":[{"name":"Institute of Computer Science Foundation for Research and Technology\u2014Hellas (FORTH), Greece"}]},{"ORCID":"https:\/\/orcid.org\/0009-0002-6805-5772","authenticated-orcid":false,"given":"Eirini","family":"Kontaki","sequence":"additional","affiliation":[{"name":"Institute of Computer Science Foundation for Research and Technology\u2014Hellas (FORTH), Greece"}]},{"ORCID":"https:\/\/orcid.org\/0009-0009-4435-3098","authenticated-orcid":false,"given":"Konstantina","family":"Manoli","sequence":"additional","affiliation":[{"name":"Institute of Computer Science Foundation for Research and Technology\u2014Hellas (FORTH), Greece"}]},{"ORCID":"https:\/\/orcid.org\/0000-0002-6270-8333","authenticated-orcid":false,"given":"Stavroula","family":"Ntoa","sequence":"additional","affiliation":[{"name":"Institute of Computer Science Foundation for Research and Technology\u2014Hellas (FORTH), Greece"}]},{"ORCID":"https:\/\/orcid.org\/0000-0003-0497-7348","authenticated-orcid":false,"given":"Nikolaos","family":"Partarakis","sequence":"additional","affiliation":[{"name":"Institute of Computer Science Foundation for Research and Technology\u2014Hellas (FORTH), Greece"}]},{"ORCID":"https:\/\/orcid.org\/0000-0003-3687-4220","authenticated-orcid":false,"given":"Constantine","family":"Stephanidis","sequence":"additional","affiliation":[{"name":"Institute of Computer Science Foundation for Research and Technology\u2014Hellas (FORTH), Greece and \rComputer Science Department, School of Sciences &amp; Engineering, University of Crete, Greece"}]}],"member":"320","published-online":{"date-parts":[[2023,8,10]]},"reference":[{"key":"e_1_3_2_1_1_1","doi-asserted-by":"publisher","DOI":"10.1007\/s11519-007-0001-5"},{"key":"e_1_3_2_1_2_1","volume-title":"Getting smart: How digital learning is changing the world","author":"Vander Ark T.","unstructured":"Vander Ark, T., 2011. Getting smart: How digital learning is changing the world. John Wiley & Sons."},{"key":"e_1_3_2_1_3_1","doi-asserted-by":"publisher","DOI":"10.12973\/eurasia.2017.00744a"},{"key":"e_1_3_2_1_4_1","doi-asserted-by":"publisher","DOI":"10.1016\/j.sbspro.2015.04.905"},{"key":"e_1_3_2_1_5_1","doi-asserted-by":"publisher","DOI":"10.3991\/ijet.v9i4.3465"},{"key":"e_1_3_2_1_6_1","unstructured":"Hague C. and Logan A. 2009. A review of the current landscape of adult informal learning using digital technologies. Educational Research 47."},{"key":"e_1_3_2_1_7_1","first-page":"1","article-title":"Learning from digital natives: bridging formal and informal learning","volume":"1","author":"Trinder K.","year":"2008","unstructured":"Trinder, K., Guiller, J., Margaryan, A., Littlejohn, A. and Nicol, D., 2008. Learning from digital natives: bridging formal and informal learning. Higher Education, 1, pp.1-57.","journal-title":"Higher Education"},{"key":"e_1_3_2_1_8_1","doi-asserted-by":"publisher","DOI":"10.1111\/bjet.12778"},{"key":"e_1_3_2_1_9_1","first-page":"39","volume-title":"Intelligent Interactive Multimedia Systems and Services: Proceedings of the 4th International Conference on Intelligent Interactive Multimedia Systems and Services (IIMSS 2011)","author":"Koulocheri E.","unstructured":"Koulocheri, E., Soumplis, A., Kostaras, N. and Xenos, M., 2011. Usability inspection of informal learning environments: The HOU2LEARN Case. In Intelligent Interactive Multimedia Systems and Services: Proceedings of the 4th International Conference on Intelligent Interactive Multimedia Systems and Services (IIMSS 2011) (pp. 39-49). Springer Berlin Heidelberg."},{"key":"e_1_3_2_1_10_1","unstructured":"Nyagwencha J. Cook T. Machage B. Swanier C. and Seals C. 2012 June. Supporting informal learning using a cloud tool: An empirical usability study. In EdMedia+ Innovate Learning (pp. 1119-1126). Association for the Advancement of Computing in Education (AACE)."},{"key":"e_1_3_2_1_11_1","doi-asserted-by":"publisher","DOI":"10.1504\/IJMLO.2015.069717"},{"key":"e_1_3_2_1_12_1","first-page":"1","volume-title":"Education and Information Technologies","author":"Rosendahl P.","unstructured":"Rosendahl, P. and Wagner, I., 2023. 360\u00b0 videos in education\u2013A systematic literature review on application areas and future potentials. Education and Information Technologies, pp.1-37."},{"key":"e_1_3_2_1_13_1","doi-asserted-by":"publisher","DOI":"10.1007\/s11528-020-00522-3"},{"key":"e_1_3_2_1_14_1","doi-asserted-by":"publisher","DOI":"10.4101\/jvwr.v11i1.7298"},{"key":"e_1_3_2_1_15_1","first-page":"161","volume-title":"Storytelling with virtual reality in 360-degrees: a new screen grammar. Studies in Australasian cinema, 11(3)","author":"Dooley K.","unstructured":"Dooley, K., 2017. Storytelling with virtual reality in 360-degrees: a new screen grammar. Studies in Australasian cinema, 11(3), pp.161-171."},{"key":"e_1_3_2_1_16_1","doi-asserted-by":"publisher","DOI":"10.3390\/s20205851"},{"key":"e_1_3_2_1_17_1","volume-title":"Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems (pp. 4468-4478)","author":"Pope V.C.","unstructured":"Pope, V.C., Dawes, R., Schweiger, F. and Sheikh, A., 2017, May. The geometry of storytelling: Theatrical use of space for 360-degree videos and virtual reality. In Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems (pp. 4468-4478)."},{"key":"e_1_3_2_1_18_1","unstructured":"Selmanovic E. Rizvic S. Harvey C. Boskovic D. Hulusic V. Chahin M. and Sljivo S. 2018. VR Video Storytelling for Intangible Cultural Heritage Preservation."},{"key":"e_1_3_2_1_19_1","doi-asserted-by":"publisher","DOI":"10.3390\/s20205851"},{"key":"e_1_3_2_1_20_1","doi-asserted-by":"publisher","DOI":"10.1109\/COMST.2020.3006999"},{"key":"e_1_3_2_1_21_1","unstructured":"Habig J. 2016. Is 360 video worth it. Think with Google."},{"key":"e_1_3_2_1_22_1","volume-title":"The gamification of learning and instruction fieldbook: Ideas into practice","author":"Kapp K.M.","unstructured":"Kapp, K.M., 2013. The gamification of learning and instruction fieldbook: Ideas into practice. John Wiley & Sons."},{"key":"e_1_3_2_1_23_1","first-page":"1","volume-title":"Education and Information Technologies","author":"Rosendahl P.","unstructured":"Rosendahl, P. and Wagner, I., 2023. 360\u00b0 videos in education\u2013A systematic literature review on application areas and future potentials. Education and Information Technologies, pp.1-37."},{"key":"e_1_3_2_1_24_1","volume-title":"Proceedings of the 15th international academic MindTrek conference: Envisioning future media environments (pp. 9-15)","author":"Deterding S.","unstructured":"Deterding, S., Dixon, D., Khaled, R. and Nacke, L., 2011, September. From game design elements to gamefulness: defining\" gamification\". In Proceedings of the 15th international academic MindTrek conference: Envisioning future media environments (pp. 9-15)."},{"issue":"1","key":"e_1_3_2_1_25_1","first-page":"14","article-title":"Game design as marketing: How game mechanics create demand for virtual goods","volume":"5","author":"Hamari J.","year":"2010","unstructured":"Hamari, J. and Lehdonvirta, V., 2010. Game design as marketing: How game mechanics create demand for virtual goods. International Journal of Business Science & Applied Management, 5(1), pp.14-29.","journal-title":"International Journal of Business Science & Applied Management"},{"key":"e_1_3_2_1_26_1","doi-asserted-by":"crossref","unstructured":"Huotari K. and Hamari J. 2012 October. Defining gamification: a service marketing perspective. In Proceeding of the 16th international academic MindTrek conference (pp. 17-22).","DOI":"10.1145\/2393132.2393137"},{"key":"e_1_3_2_1_27_1","volume-title":"2016 15th international conference on ubiquitous computing and communications and 2016 international symposium on cyberspace and security (IUCC-CSS) (pp. 145-152)","author":"Argyriou L.","unstructured":"Argyriou, L., Economou, D., Bouki, V. and Doumanis, I., 2016, December. Engaging immersive video consumers: Challenges regarding 360-degree gamified video applications. In 2016 15th international conference on ubiquitous computing and communications and 2016 international symposium on cyberspace and security (IUCC-CSS) (pp. 145-152). IEEE."},{"key":"e_1_3_2_1_28_1","doi-asserted-by":"crossref","unstructured":"Papagiannakis G. Partarakis N. Stephanidis C. Vassiliadi M. Huebner N. Grammalidis N. Drossis G. Tsioumas M. Dhemre N. Chalmers A. and Sylaiou S. 2018. Mixed reality gamified presence and storytelling for virtual museums (No. IKEEBOOKCH-2019-233). Springer.","DOI":"10.1007\/978-3-319-08234-9_249-1"},{"key":"e_1_3_2_1_29_1","first-page":"124","article-title":"An approach to enhancing contemporary handmade products with historic narratives","volume":"16","author":"Partarakis N.","year":"2021","unstructured":"Partarakis, N., Karuzaki, E., Doulgeraki, P., Meghini, C., Beisswenger, C., Hauser, H. and Zabulis, X., 2021. An approach to enhancing contemporary handmade products with historic narratives. Int. J. Intang. Herit, 16, pp.124-141.","journal-title":"Int. J. Intang. Herit"},{"key":"e_1_3_2_1_30_1","volume-title":"Interactivity and Game Creation: 9th EAI International Conference, ArtsIT 2020, Aalborg, Denmark, December 10\u201311, 2020, Proceedings 9 (pp. 243-254)","author":"Partarakis N.","unstructured":"Partarakis, N., Patsiouras, N., Evdemon, T., Doulgeraki, P., Karuzaki, E., Stefanidi, E., Ntoa, S., Meghini, C., Kaplanidi, D., Fasoula, M. and Zabulis, X., 2021. Enhancing the educational value of tangible and intangible dimensions of traditional crafts through role-play gaming. In Interactivity and Game Creation: 9th EAI International Conference, ArtsIT 2020, Aalborg, Denmark, December 10\u201311, 2020, Proceedings 9 (pp. 243-254). Springer International Publishing."},{"key":"e_1_3_2_1_31_1","doi-asserted-by":"publisher","DOI":"10.3390\/electronics10030363"},{"key":"e_1_3_2_1_32_1","volume-title":"The video game theory reader (pp. 67-86)","author":"McMahan A.","unstructured":"McMahan, A., 2013. Immersion, engagement, and presence: A method for analyzing 3-D video games. In The video game theory reader (pp. 67-86). Routledge."},{"key":"e_1_3_2_1_33_1","doi-asserted-by":"publisher","DOI":"10.3390\/s20205851"},{"key":"e_1_3_2_1_34_1","volume-title":"Proceedings of the 2018 CHI conference on human factors in computing systems (pp. 1-11)","author":"Bindman S.W.","unstructured":"Bindman, S.W., Castaneda, L.M., Scanlon, M. and Cechony, A., 2018, April. Am I a bunny? The impact of high and low immersion platforms and viewers' perceptions of role on presence, narrative engagement, and empathy during an animated 360 video. In Proceedings of the 2018 CHI conference on human factors in computing systems (pp. 1-11)."},{"key":"e_1_3_2_1_35_1","doi-asserted-by":"publisher","DOI":"10.1111\/jpim.12466"},{"key":"e_1_3_2_1_36_1","doi-asserted-by":"publisher","DOI":"10.1145\/142750.142834"},{"key":"e_1_3_2_1_37_1","doi-asserted-by":"publisher","DOI":"10.1145\/1806338.1806417"},{"key":"e_1_3_2_1_38_1","doi-asserted-by":"publisher","DOI":"10.3390\/technologies9020041"}],"event":{"name":"PETRA '23: Proceedings of the 16th International Conference on PErvasive Technologies Related to Assistive Environments","location":"Corfu Greece","acronym":"PETRA '23"},"container-title":["Proceedings of the 16th International Conference on PErvasive Technologies Related to Assistive Environments"],"original-title":[],"link":[{"URL":"https:\/\/dl.acm.org\/doi\/10.1145\/3594806.3594858","content-type":"unspecified","content-version":"vor","intended-application":"text-mining"},{"URL":"https:\/\/dl.acm.org\/doi\/pdf\/10.1145\/3594806.3594858","content-type":"unspecified","content-version":"vor","intended-application":"similarity-checking"}],"deposited":{"date-parts":[[2025,6,17]],"date-time":"2025-06-17T17:49:01Z","timestamp":1750182541000},"score":1,"resource":{"primary":{"URL":"https:\/\/dl.acm.org\/doi\/10.1145\/3594806.3594858"}},"subtitle":["A methodology for creating gamified learning experiences in 360\u00b0 virtual environments"],"short-title":[],"issued":{"date-parts":[[2023,7,5]]},"references-count":38,"alternative-id":["10.1145\/3594806.3594858","10.1145\/3594806"],"URL":"https:\/\/doi.org\/10.1145\/3594806.3594858","relation":{},"subject":[],"published":{"date-parts":[[2023,7,5]]},"assertion":[{"value":"2023-08-10","order":3,"name":"published","label":"Published","group":{"name":"publication_history","label":"Publication History"}}]}}