Abstract

Education’s gamification has represented an opportunity to boost students’ interaction, motivation and participation. ARG (Alternate Reality Games) offer a new highly immersive tool that can be implemented in educational achievements. One of the strongest points of these immersive [...]

Abstract

The Mobility4EU project created a vision for a user-centric and cross-modal European transport system in 2030 and an action plan to implement that vision. We used a combination of creative and analytical methods to come from problem identification to the action plan applying a user-centric [...]

Abstract

While ‘the sharing economy’ is widely promoted as one of the most promising solutions to changing lifestyles in the field of mobility, huge uncertainty still exists regarding which future vehicle-sharing concepts should be developed to meet the very wide range of specific, individual [...]

Abstract

Co-creation is a social, active, and creative process, based on a collaboration between the members of an institution / organization (producers / employees) and the clients / users, generating value for the latter. It is a collaborative process to enhance the creative thinking of [...]

Abstract

This article analyses the response of European Public Service Media to the crisis caused by Covid-19, especially the impact of the pandemic on Europe’s major public broadcasters, with a particular focus on technical and professional constraints, alterations in audience volume and [...]

Abstract

The participation of readers in the creation of information products increases the value of the media and the satisfaction of co-creators. Such involvement of the public especially affects productive processes, although without ignoring their participation in development and marketing, [...]