Gaming eller Gambling

This paper analyzes lootboxes in context to the human behavior, surrounding its use
amongst the youth, that occurs through the use of video games monetization
systems, hence why this paper researches what makes these lootboxes attractive to
the youth. This will be carried out through the understanding of how behaviorism and
subsequently how reward systems in video game design works, by analyzing these
concepts through the use of actor-network theory. (…)

VR som motivationsfremmer

In this paper, we examine whether Virtual Reality can contribute to a change in motivation regarding to the natural sciences within an educational context, based on a VR-experiment using the smartphone application Up’n’Atom, conductedwith a seventh-grade class at Borup Skole.Our analysis of motivation is based on an understanding that motivation is a highly subjective term and thus makes it practically impossible to quantify in any way.