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Backlund, P., Engström, H. & Wilhelmsson, U. (2024). Spelforskning i Sverige: LevelUp projektrapport. Skövde: Högskolan i Skövde
Open this publication in new window or tab >>Spelforskning i Sverige: LevelUp projektrapport
2024 (Swedish)Report (Other academic)
Abstract [sv]

Rapporten bygger på tre delstudier med olika datainsamlingstekniker:

  • En bibliometristudie av svensk spelforskning baserad på data från Scopus respektive SwePub.
  • En enkätstudie över svenska spelforskningsmiljöer.
  • En intervjustudie om svenska spelforskarmiljöer.

Bibliometristudiens ansats har varit bred. Materialet inkluderar därmed även poster som endast har en perifer koppling till spel, men returnerar i fallet SwePub färre än 3000 poster. Spelforskning bedrivs på många lärosäten i Sverige och publiceras inom många ämnesområden. Totalt 95 forskare har en publicering som omfattar 10 eller fler spelpublikationer1. Det finns starka lokala kluster av forskare som sampublicerar men sampubliceringen mellan svenska och nordiska lärosäten är inte så omfattande. Jämfört med Finland har Sverige färre publikationer med ett tydligt fokus på spelforskning.

Enkätstudien visar att spelforskarmiljöerna oftast består av ett antal forskare med olika ämnesmässig bakgrund där de själva definierar sig som spelforskare snarare än att organisationen som sådan gör det. Miljöerna har sammantaget och högt räknat runt 30 aktiva doktorander men siffran är osäker. 94% av respondenterna anger att deras forskning ligger inom ”spel för andra områden än underhållning” och endast 6% anger ”spelteknikfokus”. 44% anger ”spelbranschen”. Det är tydligt att spel för just underhållning inte ligger fokus för svensk spelforskning. Detta är remarkabelt då den svenska datorspelsindustrin är en multimiljardindustri fokuserad på just spel som underhållning. Det finns alltså en mycket stor diskrepans mellan industri och svensk spelforskning.

Intervjustudien ger en bild av att spelforskningen bedrivs inom splittrade miljöer, av forskare med olika ämnesmässig bakgrund. Det finns en tydlig upplevd brist på forskningsfinansiering inom adekvata områden och det finns brister i de finansieringsinstrument som finns idag. Detta påverkar såväl vilken typ av forskning som kan bedrivas inom spel och rekryteringen av forskarstuderande. Respondenterna är överlag mycket positivt inställda till idén om en nationell forskarskola. Flera ser också Svenska Spelforskarrådet som en viktig aktör för att stärka svensk spelforskning både nationellt och internationellt.

Rekommendationer:

  • Det bör finnas en tydligare egen hemvist för forskning och utbildning inom spel för att tydliggöra kärnan i området.
  • Fokus för forskningen behöver förändras så att spel för underhållning kommer mer i fokus.
  • Finansieringsinstrumenten för spelforskning behöver förändras för att möjliggöra en sådan förändring.
  • En nationell forskarskola inom spel bör inrättas.
  • Det finns anledning att lära av framgångsrika miljöer i Finland och Danmark.
Place, publisher, year, edition, pages
Skövde: Högskolan i Skövde, 2024. p. 22
Keywords
games, game research, game development, game design, video-game research, sweden, spel, spelforskning, spelutveckling, speldesign, sverige
National Category
Computer and Information Sciences Media and Communications Social Sciences
Research subject
GAME Research Group
Identifiers
urn:nbn:se:his:diva-23634 (URN)
Available from: 2024-02-27 Created: 2024-02-27 Last updated: 2024-02-28Bibliographically approved
Shakya, D., Flodin, K., Thapa, D. R., Bankler, J. V., Bai, H., Wilhelmsson, U., . . . Krettek, A. (2023). Gaming the Way to Cardiovascular Health in Nepal: A Digital Approach in Adolescents. Paper presented at EPI|Lifestyle Scientific Sessions 2023, Boston, MA, USA, February 28-March 3, 2023. Circulation, 147(1), Article ID AP641.
Open this publication in new window or tab >>Gaming the Way to Cardiovascular Health in Nepal: A Digital Approach in Adolescents
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2023 (English)In: Circulation, ISSN 0009-7322, E-ISSN 1524-4539, Vol. 147, no 1, article id AP641Article in journal, Meeting abstract (Refereed) Published
Place, publisher, year, edition, pages
American Heart Association, 2023
National Category
Public Health, Global Health, Social Medicine and Epidemiology Interaction Technologies
Research subject
GAME Research Group; Research on Citizen Centered Health, University of Skövde (Reacch US)
Identifiers
urn:nbn:se:his:diva-22320 (URN)10.1161/circ.147.suppl_1.P641 (DOI)001002143900601 ()
Conference
EPI|Lifestyle Scientific Sessions 2023, Boston, MA, USA, February 28-March 3, 2023
Available from: 2023-03-09 Created: 2023-03-09 Last updated: 2023-12-27Bibliographically approved
Su, Y., Backlund, P. & Engström, H. (2022). Data-driven method for mobile game publishing revenue forecast. Service Oriented Computing and Applications, 16(1), 67-76
Open this publication in new window or tab >>Data-driven method for mobile game publishing revenue forecast
2022 (English)In: Service Oriented Computing and Applications, ISSN 1863-2386, Vol. 16, no 1, p. 67-76Article in journal (Refereed) Published
Abstract [en]

Games as a service is similar to software as a service, which provides players with game content on a continuous monetization model. Game revenue forecast is vital to game developers to make the right business decisions, such as determining the marketing budget, controlling the development cost, and setting up benchmarks for evaluating game publishing performance. How to make the revenue forecast and integrate it with the game publishing process is hard for small and medium-sized independent (indie) game developers. This includes all steps of the process, from forecasting to decision-making based on the results. This paper provides a data-driven method that uses the mobile game revenue forecast based on different time-series prediction models to drive the game publishing. We demonstrate how to use the data-driven method to guide an indie game studio to forecast revenue and then set the revenue forecast as the internal benchmark to drive game publishing. In practice, we involve a real game project from an indie game studio and provide guidance for one of their casual game projects. Then, based on the revenue forecast, we discuss how to set the revenue forecast as an internal benchmark and drive the actions for mobile game publishing. Finally, we make a conclusion on how our data-driven method can be used to drive mobile game publishing and also discuss future research work.

Place, publisher, year, edition, pages
Springer, 2022
Keywords
Business Intelligence, Game analytics, Game metrics, Indie game developer, Benchmark, Time-series prediction, Game publishing
National Category
Other Computer and Information Science Business Administration
Research subject
Interaction Lab (ILAB)
Identifiers
urn:nbn:se:his:diva-20832 (URN)10.1007/s11761-021-00332-2 (DOI)000734143700001 ()2-s2.0-85121663973 (Scopus ID)
Funder
Interreg Öresund-Kattegat-Skagerrak, NYPS 20201849
Note

CC BY 4.0

Published: 23 December 2021

This research was supported by the University of Skövde, Sweden Game Arena and the Game Hub Scandinavia 2.0 (NYPS 20201849) project under the EU regional development fund Interreg Öresund-Kattegat-Skagerrak.

Available from: 2021-12-30 Created: 2021-12-30 Last updated: 2023-06-02Bibliographically approved
Engström, H. & Backlund, P. (2022). Serious games design knowledge: Experiences from a decade (+) of serious games development. EAI Endorsed Transactions on Serious Games, 6(1), 1-13, Article ID e4.
Open this publication in new window or tab >>Serious games design knowledge: Experiences from a decade (+) of serious games development
2022 (English)In: EAI Endorsed Transactions on Serious Games, ISSN 2034-8800 , Vol. 6, no 1, p. 1-13, article id e4Article in journal (Refereed) Published
Abstract [en]

INTRODUCTION: Serious games is an effort to combine the engagement and motivation from games with some sort of utility beyond mere entertainment.

OBJECTIVES: The objective of this paper is to revisit and analyse six projects to explore the design space for serious games and derive design guidelines for serious games.

METHODS: We analysed our project portfolio to identify a set of projects which satisfied well-established guidelines for design science research. By analysing these projects as well as their outcomes we generated a set of design principles for serious games.

RESULTS: The results from this study is a conceptualisation of the design space for serious games and seven design principles.

CONCLUSION: By explicating the game design component in serious games and relating it to the utility dimension we add to the understanding of the serious games from a game perspective, which is relevant to any development effort intending to use the persuasive and motivational power of games.

Place, publisher, year, edition, pages
European Alliance for Innovation (EAI), 2022
Keywords
serious games, game design, game development, utility systems, information systems
National Category
Information Systems
Research subject
Interaction Lab (ILAB)
Identifiers
urn:nbn:se:his:diva-19724 (URN)10.4108/eai.27-5-2021.170008 (DOI)
Funder
Länsförsäkringar ABRegion Västra Götaland
Note

Online first; published on 27 May 2021.

CC BY 4.0

"Funding has been provided by: University of Skövde, Länsförsäkringar, Sten A Olssons stiftelse för forskning och kultur, Church of Sweden, World Childhood Foundation, Region Västra Götaland, Swedish Rescue Services Agency research fund."

Corresponding author: Email: henrik.engstrom@his.se

Available from: 2021-05-28 Created: 2021-05-28 Last updated: 2022-09-12Bibliographically approved
Backlund, P., Bai, H., Bankler, V., Krettek, A., Wilhelmsson, U. & Zhang, R. (2022). Teaching cardiovascular health through a purposeful game. In: Collection of materials: II International Scientific and Practical Internet Conference "Innovative Solutions in Economy, Business, Public Communications and International Relationships", April 21, 2022, Dnipro: Volume 2. Paper presented at II International Scientific and Practical Internet Conference "Innovative Solutions in Economy, Business, Public Communications and International Relationships", April 21, 2022, Dnipro (pp. 391-396). Dnipro: Університет митної справи та фінансів / Universytet mytnoyi spravy ta finansiv, 2
Open this publication in new window or tab >>Teaching cardiovascular health through a purposeful game
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2022 (English)In: Collection of materials: II International Scientific and Practical Internet Conference "Innovative Solutions in Economy, Business, Public Communications and International Relationships", April 21, 2022, Dnipro: Volume 2, Dnipro: Університет митної справи та фінансів / Universytet mytnoyi spravy ta finansiv , 2022, Vol. 2, p. 5p. 391-396Conference paper, Published paper (Other academic)
Abstract [en]

Games for health is one of the most prominent areas for serious games, i.e. games with a purpose beyond only entertainment. The purpose of a health game may be to inform about health related issues; promote healthy lifestyles and even to drive behavioral change. This paper outlines the initial game design considerations and some future research directions for a game focusing on cardiovascular health. As the overall aim of the project is to promote a healthy lifestyle through diet and physical activity to prevent future cardiovascular disease, we focused on “taking care of your heart” as the basis for the game. Hence we call the game Happy Heart and use a heart symbol as a non-playable character (NPC) that the player needs to take care of. To some extent we are inspired by the electronic Tamagochi toys (Bandai) where players need to take care of a digital pet. The heart symbol is universal and is also an ideograph that expresses the concept of love and as such it transcends language barriers.

The burden of non-communicable diseases (NCD) is rapidly increasing across the world. Today they are the main drivers of morbidity, disability, and mortality in low- and middle income countries (LMICs), and are expected to increase due to unhealthy lifestyles in the wake of ongoing societal changes [1]. Among the major risk factors in many LMICs are poor diet, insufficient physical activity, tobacco and alcohol consumption, and exposure to hazardous substances, e.g. from air pollution. LMICs currently contribute three quarters of the deaths from NCD.

Among the NCD, cardiovascular diseases are the most common cause of hospitalization in Nepal [1]. Digitalization and collaboration with the education sector (e.g. community schools) in health promotion interventions could further improve children’s behavior by targeting factors that affect their lifestyle outside the family environment [4]. Hence, the Digital Game Based Learning approach.

Place, publisher, year, edition, pages
Dnipro: Університет митної справи та фінансів / Universytet mytnoyi spravy ta finansiv, 2022. p. 5
Keywords
educational game, cardio vascular disease, games for health
National Category
Engineering and Technology Public Health, Global Health, Social Medicine and Epidemiology Interaction Technologies
Research subject
GAME Research Group; Research on Citizen Centered Health, University of Skövde (Reacch US)
Identifiers
urn:nbn:se:his:diva-21329 (URN)
Conference
II International Scientific and Practical Internet Conference "Innovative Solutions in Economy, Business, Public Communications and International Relationships", April 21, 2022, Dnipro
Funder
Swedish Research Council, 2457
Available from: 2022-06-20 Created: 2022-06-20 Last updated: 2023-08-21Bibliographically approved
Ning, H., Wang, H., Wang, W., Ye, X., Ding, J. & Backlund, P. (2021). A Review on Serious Games in E-learning. In: 2021 IEEE Symposium Series on Computational Intelligence, SSCI 2021 - Proceedings: . Paper presented at IEEE SSCI 2021, Orlando 5 December 2021 through 7 December 2021, Code 176593. IEEE
Open this publication in new window or tab >>A Review on Serious Games in E-learning
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2021 (English)In: 2021 IEEE Symposium Series on Computational Intelligence, SSCI 2021 - Proceedings, IEEE, 2021Conference paper, Published paper (Refereed)
Abstract [en]

E-Iearning is a widely used learning method, but with the development of society, traditional E-learning method has exposed some shortcomings, such as the boring way of teaching, so that it is difficult to increase the enthusiasm of students and raise their attention in class. The application of serious games in E-learning can make up for these shortcomings and effectively improve the quality of teaching. When applying serious games to E-learning, there are two main considerations: educational goals and game design. A successful serious game should organically combine the two aspects and balance the educational and entertaining nature of serious games. This paper mainly discusses the role of serious games in E-learning, various elements of game design, the classification of the educational goals of serious games and the relationship between educational goals and game design. In addition, we try to classify serious games and match educational goals with game types to provide guidance and assistance in the design of serious games. This paper also summarizes some shortcomings that serious games may have in the application of E-learning.

Place, publisher, year, edition, pages
IEEE, 2021
Series
IEEE Symposium Series on Computational Intelligence
Keywords
E-learning, Educational games, Educational goals, Game design, Serious games, The revised Bloom's Taxonomy, Learning systems, Bloom taxonomies, E - learning, Educational game, Learning methods, Provide guidances, Quality of teaching, The revised bloom taxonomy
National Category
Information Systems Learning
Research subject
Interaction Lab (ILAB)
Identifiers
urn:nbn:se:his:diva-20988 (URN)10.1109/SSCI50451.2021.9659885 (DOI)000824464300066 ()2-s2.0-85125806512 (Scopus ID)978-1-7281-9048-8 (ISBN)978-1-7281-9049-5 (ISBN)
Conference
IEEE SSCI 2021, Orlando 5 December 2021 through 7 December 2021, Code 176593
Note

© 2021 IEEE.

Available from: 2022-03-17 Created: 2022-03-17 Last updated: 2022-08-08Bibliographically approved
Backlund, P., Erlandsson, P. & Andersson, J. (2021). A Skill tree Method to Identify and map in-game Skills to out-of-game Contexts. In: Panagiotis Fotaris (Ed.), Proceedings of the 15th European Conference on Game Based Learning ECGBL 2021: . Paper presented at 15th European Conference on Game Based Learning ECGBL 2021, A Virtual Conference hosted by The University of Brighton, UK, 23-24 September 2021 (pp. 72-79). Reading: Academic Conferences and Publishing International Limited
Open this publication in new window or tab >>A Skill tree Method to Identify and map in-game Skills to out-of-game Contexts
2021 (English)In: Proceedings of the 15th European Conference on Game Based Learning ECGBL 2021 / [ed] Panagiotis Fotaris, Reading: Academic Conferences and Publishing International Limited, 2021, p. 72-79Conference paper, Published paper (Refereed)
Abstract [en]

Gamification is the application of game design elements in non-gaming contexts to reach some purposes. It has been proposed as a solution in several domains, such as teaching, corporate training and healthy living. This paper presents the design and evaluation of the skill tree method which is a part of a gamified approach to motivate and support NEET-youth (Not in Education, Employment or Training) to leave their isolation and take steps towards better inclusion in society. The overall approach is based on two principles: 1) it targets adolescents with an interest in games 2); it utilizes their interest in games as the starting point for the intervention. Part of the intervention is based on a skill tree which maps in-game skills to out-of-game skills and visualizes the output so that the participant can become better aware of how their interest can drive personal development towards societal participation. The paper presents an evaluation of the skill tree method from the project staff perspective. The findings are positive but some need for improvements in the method as well as the tool were identified.

Place, publisher, year, edition, pages
Reading: Academic Conferences and Publishing International Limited, 2021
Series
Proceedings of the European Conference on Games-based Learning, ISSN 2049-0992, E-ISSN 2049-100X
Keywords
Gamification, NEET, skill tree, effects, socialization
National Category
Interaction Technologies
Research subject
Media, Technology and Culture (MTEC); Interaction Lab (ILAB)
Identifiers
urn:nbn:se:his:diva-20627 (URN)000758457500008 ()2-s2.0-85120715363 (Scopus ID)978-1-914587-12-2 (ISBN)978-1-914587-13-9 (ISBN)
Conference
15th European Conference on Game Based Learning ECGBL 2021, A Virtual Conference hosted by The University of Brighton, UK, 23-24 September 2021
Projects
Studio Ludum
Funder
European Social Fund (ESF)
Note

10.34190/GBL.21.011

Available from: 2021-10-06 Created: 2021-10-06 Last updated: 2022-04-11Bibliographically approved
Su, Y., Backlund, P. & Engström, H. (2021). Comprehensive review and classification of game analytics. Service Oriented Computing and Applications, 15(2), 141-156
Open this publication in new window or tab >>Comprehensive review and classification of game analytics
2021 (English)In: Service Oriented Computing and Applications, ISSN 1863-2394, Vol. 15, no 2, p. 141-156Article in journal (Refereed) Published
Abstract [en]

As a business model, the essence of games is to provide a service to satisfy the player experience. From a business perspective, development in the game industry has led to the application of Business Intelligence (BI) becoming more and more extensive. However, related research lacks systematic examination and precise classification. This paper provides a comprehensive literature review of BI used in the game industry, focusing primarily on game analytics. This research mainly studies and discusses five aspects. First, we explore game analytics aspects in the available literature based on the traditional game value chain. Second, we find out the main purposes of using analytics in the game industry. Third, we present the problems or challenges in the game area, which can be addressed by using game analytics. Fourth, we also list different algorithms that have been used in game analytics for prediction. Finally, we summarize the research areas that have already been covered in literature but need further development. Based on the categories established after the mapping and the review findings, we also discuss the limitations of game analytics and propose potential research points for future research.

Place, publisher, year, edition, pages
Springer, 2021
Keywords
Business intelligence, Game analytics, game metrics, prediction, distribution channels, game publishing
National Category
Computer and Information Sciences
Research subject
Interaction Lab (ILAB)
Identifiers
urn:nbn:se:his:diva-19216 (URN)10.1007/s11761-020-00303-z (DOI)000583654500001 ()2-s2.0-85094845529 (Scopus ID)
Projects
Game Hub Scandinavia 2.0 (NYPS 20201849)
Funder
Interreg Öresund-Kattegat-Skagerrak, NYPS 20201849
Note

CC BY 4.0 This research was supported by the University of Skövde, Sweden Game Arena and the Game Hub Scandinavia 2.0 (NYPS 20201849) project under the EU regional development fund Interreg Öresund-Kattegat-Skagerrak.

Published online: 1 November 2020

Available from: 2020-11-03 Created: 2020-11-02 Last updated: 2023-06-02Bibliographically approved
Su, Y., Backlund, P., Engström, H. & Strand, M. (2021). Data-driven Method for Mobile Game Publishing Marketing Promotion. In: Proceedings 2021 IEEE International Conference on e-Business Engineering ICEBE 2021: 12-14 November 2021 Guangzhou, China. Paper presented at 2021 IEEE International Conference on e-Business Engineering (ICEBE), 12-14 November 2021, Guangzhou, China (pp. 35-42). IEEE
Open this publication in new window or tab >>Data-driven Method for Mobile Game Publishing Marketing Promotion
2021 (English)In: Proceedings 2021 IEEE International Conference on e-Business Engineering ICEBE 2021: 12-14 November 2021 Guangzhou, China, IEEE, 2021, p. 35-42Conference paper, Published paper (Refereed)
Abstract [en]

Marketing is vital for game businesses. However, it is hard to reach the target audiences and choose the right marketing strategies for different user acquisition channels in mobile game publishing. This paper shows how business intelligence can guide independent (indie) mobile game developers to do marketing promotion based on a data-driven method. We apply and extend the ARM funnel model from social game publishing to mobile game publishing and provide a data-driven method to evaluate the marketing promotion performance. First, in order to address indie game marketing challenges, we propose a data-driven method by defining key metrics and applying two different analysis methods for assessing mobile game marketing promotion. Second, we apply our data-driven method to an indie mobile game project and guide the indie game studio to determine the potential marketing promotion issues. Third, we also provide suggestions on improving marketing performance based on analysis results, especially by differentiating between channels. Finally, we summarize how our method can be generalized and used to guide indie mobile game marketing promotion, find high-quality channels for user acquisition, improve the marketing promotion effect, and discuss future research work.

Place, publisher, year, edition, pages
IEEE, 2021
Keywords
business intelligence, indie game developer, game analytics, marketing promotion, metrics, ARM funnel model, channel.
National Category
Computer and Information Sciences
Research subject
Interaction Lab (ILAB); Production and Automation Engineering
Identifiers
urn:nbn:se:his:diva-20885 (URN)10.1109/ICEBE52470.2021.00016 (DOI)000942017800006 ()2-s2.0-85128782709 (Scopus ID)978-1-6654-4418-7 (ISBN)978-1-6654-4419-4 (ISBN)
Conference
2021 IEEE International Conference on e-Business Engineering (ICEBE), 12-14 November 2021, Guangzhou, China
Funder
Interreg Öresund-Kattegat-Skagerrak, NYPS 20201849
Note

This research was supported by University of Skövde, Sweden Game Arena and the Game Hub Scandinavia 2.0 (NYPS 20201849) project under the EU regional development fund Interreg Öresund-Kattegat-Skagerrak. 

Available from: 2022-02-02 Created: 2022-02-02 Last updated: 2023-08-23Bibliographically approved
Ye, X., Ning, H., Backlund, P. & Ding, J. (2021). Flow Experience Detection and Analysis for Game Users by Wearable-Devices-Based Physiological Responses Capture. IEEE Internet of Things Journal, 8(3), 1373-1387
Open this publication in new window or tab >>Flow Experience Detection and Analysis for Game Users by Wearable-Devices-Based Physiological Responses Capture
2021 (English)In: IEEE Internet of Things Journal, ISSN 2327-4662, Vol. 8, no 3, p. 1373-1387Article in journal (Refereed) Published
Abstract [en]

Relevant research has shown the potential to understand the game user experience (GUX) more accurately and reliably by measuring the user’s psychophysiological responses. However, the current studies are still very scarce and limited in scope and depth. Besides, the low-detection accuracy and the common use of the professional physiological signal apparatus make it difficult to be applied in practice. This article analyzes the GUX, particularly flow experience, based on users’ physiological responses, including the galvanic skin response (GSR) and heart rate (HR) signals, captured by low-cost wearable devices. Based on the collected data sets regarding two test games and the mixed data set, several classification models were constructed to detect the flow state automatically. Hereinto, two strategies were proposed and applied to improve classification performance. The results demonstrated that the flow experience of game users could be effectively classified from other experiences. The best accuracies of two-way classification and three-way classification under the support of the proposed strategies were over 90% and 80%, respectively. Specifically, the comparison test with the existing results showed that Strategy1 could significantly reduce the negative interference of individual differences in physiological signals and improve the classification accuracy. In addition, the results of the mixed data set identified the potential of a general classification model of flow experience.

Place, publisher, year, edition, pages
IEEE, 2021
Keywords
Games, Physiology, Electrocardiography; Heart rate, Human computer interaction, Task analysis, Stress, Flow, game user experience (GUX), games, physiological responses, wearable devices
National Category
Computer and Information Sciences
Research subject
Interaction Lab (ILAB); Distributed Real-Time Systems
Identifiers
urn:nbn:se:his:diva-19426 (URN)10.1109/JIOT.2020.3010853 (DOI)000612146000010 ()2-s2.0-85100243722 (Scopus ID)
Note

© 2020 IEEE. Personal use is permitted, but republication/redistribution requires IEEE permission.

ISSN: CD: 2372-2541

Funding Agency:10.13039/501100001809-National Natural Science Foundation of China; Scientific and Technological Innovation Foundation of Shunde Graduate School, USTB;

Available from: 2021-01-24 Created: 2021-01-24 Last updated: 2021-04-26Bibliographically approved
Organisations
Identifiers
ORCID iD: ORCID iD iconorcid.org/0000-0001-9287-9507

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