Keyphrases
Gamification
100%
Climate Change Engagement
100%
Building Knowledge
100%
Climate Change
44%
Gamified
44%
Digital Games
33%
Immersive Virtual Reality
33%
Player Experience
22%
Serious Games
22%
Cognitive-affective Processes
22%
Cognitive Behavior
22%
Climate Action
22%
Avatar Identification
22%
Climate Game
22%
Game Effects
22%
Divergence
11%
Contextual Design
11%
Controlled Experiment
11%
By Design
11%
Well-being
11%
Design Research
11%
Grand Challenges
11%
Public Discourse
11%
Life on Earth
11%
Game-based Learning
11%
Wicked Problems
11%
Traditional Media
11%
Lifestyle Choices
11%
User Research
11%
Story-based
11%
Design Outcomes
11%
Single Player
11%
Design Quality
11%
Way of Life
11%
Effects on Learning
11%
Virtual Reality Games
11%
Research Quality
11%
Cognitive Engagement
11%
Public Participation
11%
Individual Role
11%
Sustainability Challenges
11%
Complex Gap
11%
Multiple Methods
11%
Human Motivation
11%
Pro-environmental Behavior
11%
Communication Science
11%
Behavioral Engagement
11%
Citizen Role
11%
Population Outcomes
11%
Outcome Quality
11%
Research Artifact
11%
Population Quality
11%
Climate Change Attitudes
11%
Environmental Self-efficacy
11%
PC Game
11%
Affective Engagement
11%
Game System
11%
Citizen Action
11%
Learning Climate
11%
Communication Pedagogy
11%
Population Design
11%
Population Research
11%
Citizen Identity
11%
Communication Frames
11%
Toto
11%
Gamified Intervention
11%
Pro-environmental Intentions
11%
Control Effect
11%
Social Sciences
Gamification
100%
Climate Change
100%
Theses
20%
Immersive Virtual Reality
20%
Scientific Literature
13%
Best Practice
13%
Systematic Review
6%
Environmental Attitude
6%
Way of Life
6%
Self-Efficacy
6%
Communication Sciences
6%
Attitude Change
6%
User Research
6%
Game-Based Learning
6%
Discourse
6%
Framing
6%
Computer Science
Gamification
100%
Climatic Change
100%
Immersive Virtual Reality
20%
Scientific Literature
13%
Best Practice
13%
Serious Game
13%
Future Development
6%
Grand Challenge
6%
Multiple Perspective
6%
Research Quality
6%
game based learning
6%
Human Motivation
6%
Public Discourse
6%
Multiple Method
6%
Cognitive Engagement
6%
Behavioral Engagement
6%
Outcome Quality
6%
Psychology
Gamification
100%
Systematic Review
25%
Self-Efficacy
25%
Human Motivation
25%