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Holst, A., Lygnegård, F., Engström, H., Larsson, M., Knez, R. & Bäckström, C. A. (2025). A qualitative study on expectant and new parents’ perceptions of Interplay, a digital support tool for parents’ couple relationship and parenting. BMC Pregnancy and Childbirth, 25(1), Article ID 1286.
Öppna denna publikation i ny flik eller fönster >>A qualitative study on expectant and new parents’ perceptions of Interplay, a digital support tool for parents’ couple relationship and parenting
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2025 (Engelska)Ingår i: BMC Pregnancy and Childbirth, E-ISSN 1471-2393, Vol. 25, nr 1, artikel-id 1286Artikel i tidskrift (Refereegranskat) Published
Abstract [en]

Background: Parental transition means a change in the parents’ couple relationship as the baby becomes the focus, thereby affecting the parents’ communication and intimacy. Such a transition may either strengthen or strain the relationship. As becoming parents poses new challenges to the parental couple, the objective of this Swedish study was to explore how parents perceive Interplay, a digital support tool for their couple relationship and parenting.

Methods: Swedish expectant and new parents were offered the digital support tool ‘Interplay’ (in Swedish: Samspel), which they played mutually with their partner for minimum two weeks. Semi-structured interviews were conducted with 12 expectant and 10 new parents, and the data were analysed using the phenomenographic method.

Results: The results are presented in three descriptive categories: An opportunity to shed light on the couple’s relationship and shared parenting; Reflections about yourself and your partner; The design, sense of trust, interest and willingness to play.

Conclusion: Interplay was perceived by the parents as supporting them in their couple relationships and shared parenting. The parents described that Interplay functioned as a catalyst for communication and reflection within the parenting couple, which broadened the parents’ perspective. Nevertheless, parents varied in their perceptions on whether Interplay was sufficiently developed to be implemented within healthcare and offered to parents. The current study contributes knowledge on how parents perceive that a digital tool, can be designed to support them in their couple relationship and parenting during the transition to parenthood.

Trial registration: The research project is registered (02/10/2020) within the ISRCTN, with ID: ISRCTN18017741.

Ort, förlag, år, upplaga, sidor
BioMed Central (BMC), 2025
Nyckelord
Midwife, Antenatal care, Child healthcare, Professional support, Transition to parenthood, Relationships, Serious game
Nationell ämneskategori
Omvårdnad
Forskningsämne
Interaction Lab (ILAB); Familjecentrerad hälsa (FamCeH)
Identifikatorer
urn:nbn:se:his:diva-26027 (URN)10.1186/s12884-025-08485-0 (DOI)001628979400002 ()41327076 (PubMedID)2-s2.0-105023452796 (Scopus ID)
Forskningsfinansiär
Högskolan i BoråsVästra Götalandsregionen
Anmärkning

CC BY 4.0

Correspondence: Angelica Holst, angelica.holst@hb.se

Open access funding provided by University of Borås. This study was funded by Regionhälsan, Västra Götalandsregionen, Sweden; the Skaraborg Institute for Research, Sweden; the R&D Centre Skaraborg, Sweden; and the Department of Caring Science, University of Borås, Sweden.

Tillgänglig från: 2025-12-02 Skapad: 2025-12-02 Senast uppdaterad: 2025-12-15Bibliografiskt granskad
Östblad, P. A., Engström, H. & Brusk, J. (2025). Game design and player experience evaluation in games for cochlear implant rehabilitation: A literature review. In: Prajwal D'Souza; Hairui Tang; Nannan Xi; Juho Hamari (Ed.), GamiFIN Conference 2025: Proceedings of the 9th International GamiFIN Conference, Ylläs, Finland, April 1-4, 2025. Paper presented at 9th International GamiFIN 2025 (GamiFIN 2025), April 1-4, 2025, Ylläs, Finland (pp. 61-78). CEUR-WS
Öppna denna publikation i ny flik eller fönster >>Game design and player experience evaluation in games for cochlear implant rehabilitation: A literature review
2025 (Engelska)Ingår i: GamiFIN Conference 2025: Proceedings of the 9th International GamiFIN Conference, Ylläs, Finland, April 1-4, 2025 / [ed] Prajwal D'Souza; Hairui Tang; Nannan Xi; Juho Hamari, CEUR-WS , 2025, s. 61-78Konferensbidrag, Publicerat paper (Refereegranskat)
Abstract [en]

A cochlear implant (CI) is an electronic device designed to assist individuals who are deaf or hard-of-hearing. It captures sound through a microphone and transmits it to electrodes, which directly stimulate the auditory nerve, bypassing the damaged areas of the ear. Although considered a very successful intervention, there is large variability in the outcomes of cochlear implantation. Patient- reported issues include difficulties hearing speech in noisy environments, disappointment in sound quality and difficulties appreciating music. A period of aural rehabilitation usually follows implantation, where patients see audiologists and speech language pathologists. There is evidence supporting the use of auditory training, actively practicing listening tasks, mainly focused on speech, at a clinic or at home. One such task, often suggested by audiologists and speech language pathologists is computer-based auditory training. There are a number of game-like computer programs and apps that are recommended to patients, most of which similarly focus on speech. In recent years there has been some research on serious games specifically aimed at CI-rehabilitation. This paper presents a literature review of studies using games for auditory training in CI-rehabilitation. The aim of this paper is to investigate how the reviewed studies relate to established game design knowledge, including how they evaluate player experience. The results reveal a gap, indicating that game design as a concept is rarely reported on, and the evaluation of player experience is seldom based on established instruments. While this study focuses on a specific and cohesive research community, it highlights the need for improved standards in the utilization and reporting of game design in such studies. We propose a set of guidelines for reporting on medical studies involving games. 

Ort, förlag, år, upplaga, sidor
CEUR-WS, 2025
Serie
CEUR Workshop Proceedings, ISSN 1613-0073, E-ISSN 1613-0073 ; 4012
Nyckelord
cochlear implant, game design, player experience, rehabilitation, Audition, Cochlear implants, Medical computing, Pathology, Reviews, Serious games, Sound reproduction, Speech communication, Auditory training, Design experience, Electronics devices, Experience evaluation, Game players, Hard of hearings, Literature reviews, Speech language pathologists, Patient rehabilitation
Nationell ämneskategori
Människa-datorinteraktion (interaktionsdesign) Oto-rino-laryngologi Rehabiliteringsmedicin
Forskningsämne
GAME Research Group; Interaction Lab (ILAB)
Identifikatorer
urn:nbn:se:his:diva-25843 (URN)2-s2.0-105015135360 (Scopus ID)
Konferens
9th International GamiFIN 2025 (GamiFIN 2025), April 1-4, 2025, Ylläs, Finland
Forskningsfinansiär
Stiftelsen Promobilia
Anmärkning

CC BY 4.0

© 2025 Copyright for this paper by its authors

Correspondence Address: P.A. Östblad; University of Skövde, Skövde, Högskolevägen 1, 541 28, Sweden; email: per.anders.ostblad@his.se

This project receives funding from the Promobilia Foundation. The authors would like to thank Cochlear Nordic AB for their valuable discussions and insights.

Tillgänglig från: 2025-09-18 Skapad: 2025-09-18 Senast uppdaterad: 2025-09-29Bibliografiskt granskad
Carlander, D. H. J., Okada, K., Engström, H. & Kurabayashi, S. (2024). Controlled Chain of Thought: Eliciting Role-Play Understanding in LLM Through Prompts. In: Proceedings of the 2024 IEEE Conference on Games (CoG): . Paper presented at IEEE Conference on Games (CoG), 5th–8th August 2024, Milan, Italy. IEEE
Öppna denna publikation i ny flik eller fönster >>Controlled Chain of Thought: Eliciting Role-Play Understanding in LLM Through Prompts
2024 (Engelska)Ingår i: Proceedings of the 2024 IEEE Conference on Games (CoG), IEEE, 2024Konferensbidrag, Publicerat paper (Refereegranskat)
Abstract [en]

Tabletop Role Playing Games (TRPG) are games that require players to become the characters they play through engaging in role-play. The challenge of training AI lies in the requirement of it not only understanding the explicitly stated game rules, but also the implicit ones that come with role-playing. Previous studies endeavouring said challenge allude to aspects of role-play, but do not emphasise its role in their methods, indicating that the definition of role-play and how it is to be employed remains unclear. This short paper aims to investigate a proposed definition of role-play based on previous research and employ its use on Large Language Model LLM, eliciting an understanding thereof through a novel prompting method dubbed Controlled Chain of Thought (CCoT). CCoT allows for the LLM to highlight absence of information in inputs given to it by generating questions, which become the template for its chain of thoughts when answered. This paper presents an initial pilot testing of CCoT as well as opens up the discussion of how a definition of role-play can be beneficial for future studies.

Ort, förlag, år, upplaga, sidor
IEEE, 2024
Serie
IEEE Conference on Computational Intelligence and Games, ISSN 2325-4270, E-ISSN 2325-4289
Nationell ämneskategori
Data- och informationsvetenskap
Forskningsämne
GAME Research Group
Identifikatorer
urn:nbn:se:his:diva-24465 (URN)10.1109/CoG60054.2024.10645667 (DOI)001308832400133 ()2-s2.0-85203504508 (Scopus ID)979-8-3503-5067-8 (ISBN)
Konferens
IEEE Conference on Games (CoG), 5th–8th August 2024, Milan, Italy
Tillgänglig från: 2024-09-02 Skapad: 2024-09-02 Senast uppdaterad: 2025-09-29Bibliografiskt granskad
Wirman, H., Bankler, J. V., Fiadotau, M., Prax, P., Walliander, H., Engström, H., . . . Grabarczyk, P. (2024). Game Jams and 'Heavy' Topics: Navigating anxiety through game creation. In: Conference Proceedings of DiGRA 2024 Conference: Playgrounds. Paper presented at DiGRA Conference 2024: Playgrounds, July 1-5th, Guadalajara, Jalisco, México. Digital Games Research Association (DiGRA)
Öppna denna publikation i ny flik eller fönster >>Game Jams and 'Heavy' Topics: Navigating anxiety through game creation
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2024 (Engelska)Ingår i: Conference Proceedings of DiGRA 2024 Conference: Playgrounds, Digital Games Research Association (DiGRA) , 2024Konferensbidrag, Publicerat paper (Refereegranskat)
Abstract [en]

This study investigates the prospect of integrating sustainability issues into game development education by reporting experiences from two Nordic Alliance for Sustainability in Gaming (NASG) events. The paper highlights the importance of offering a social, creative environment in which the process of jamming is emphasized over results. We unpack the potential of game jams to be used for teaching subjects other than game development itself, particularly in relation to complex, anxiety provoking topics such as sustainability. Based on data consisting of participant reflections on their own moods and gained insights throughout the course of the jam, the research reveals a clear change in attitudes among the participants as they move on in their creative process. The study concludes that game jams, as activities defined by high levels of creativity and social engagement, is a powerful educational tool for approaching heavy topics while still letting participants cope with, and even empower them to address such complex issues.

Ort, förlag, år, upplaga, sidor
Digital Games Research Association (DiGRA), 2024
Serie
Digital Games Research Association (DiGRA), E-ISSN 2342-9666
Nyckelord
game jams, games education, pedagogy, sustainability, game design, game development, serious games
Nationell ämneskategori
Utbildningsvetenskap Systemvetenskap, informationssystem och informatik med samhällsvetenskaplig inriktning Annan teknik Systemvetenskap, informationssystem och informatik
Forskningsämne
GAME Research Group
Identifikatorer
urn:nbn:se:his:diva-24595 (URN)
Konferens
DiGRA Conference 2024: Playgrounds, July 1-5th, Guadalajara, Jalisco, México
Tillgänglig från: 2024-10-07 Skapad: 2024-10-07 Senast uppdaterad: 2025-09-29Bibliografiskt granskad
Wirman, H., Bankler, J. V., Prax, P., Engström, H., Garda, M. B., Fiadotau, M., . . . Gissurardóttir, S. (2023). From ‘doomsday talks’ to ‘excitement at last’: A case study of incorporating sustainability perspectives into formal game education. In: : . Paper presented at Nordic DiGRA Conference 2023, Uppsala, 27–28 April 2023 (pp. 1-10).
Öppna denna publikation i ny flik eller fönster >>From ‘doomsday talks’ to ‘excitement at last’: A case study of incorporating sustainability perspectives into formal game education
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2023 (Engelska)Konferensbidrag, Publicerat paper (Refereegranskat)
Nyckelord
game design, game development, game jams, games education, pedagogy, sustainability
Nationell ämneskategori
Övrig annan humaniora
Forskningsämne
GAME Research Group
Identifikatorer
urn:nbn:se:his:diva-23170 (URN)
Konferens
Nordic DiGRA Conference 2023, Uppsala, 27–28 April 2023
Tillgänglig från: 2023-09-06 Skapad: 2023-09-06 Senast uppdaterad: 2025-09-29
Karlsson, T., Brusk, J. & Engström, H. (2023). Level Design Processes and Challenges: A Cross Section of Game Development. Games and Culture: A Journal of Interactive Media, 18(6), 821-849
Öppna denna publikation i ny flik eller fönster >>Level Design Processes and Challenges: A Cross Section of Game Development
2023 (Engelska)Ingår i: Games and Culture: A Journal of Interactive Media, ISSN 1555-4120, E-ISSN 1555-4139, Vol. 18, nr 6, s. 821-849Artikel i tidskrift (Refereegranskat) Published
Abstract [en]

This article examines level design processes and challenges at professional game stu- dios. Thematic analysis of data, recorded through field studies and semi-structured interviews, identify four key themes: level design as an interdisciplinary effort; who is the level designer; the role of narrative in level design; and challenges of managing creativity in the level design process. Results indicate that while the role called level designer is often assigned to specific disciplines, the process of level design is usually highly interdisciplinary. Furthermore, this interdisciplinary collaboration requires management to maintain both creativity and efficient pipelines, by distributing owner- ship and facilitating communication and planning. The level design process seems par- ticularly vulnerable to suboptimal interdisciplinary communication and planning, due to significant reliance on narrative design, game design, art, sound design, and tool development. While this article addresses level design specifically, most observations are comparable to previous findings on game development in general.

Ort, förlag, år, upplaga, sidor
Sage Publications, 2023
Nyckelord
game development, game production, game industry, interdisciplinary, level design, field studies
Nationell ämneskategori
Annan teknik
Forskningsämne
Interaction Lab (ILAB); GAME Research Group
Identifikatorer
urn:nbn:se:his:diva-22069 (URN)10.1177/15554120221139229 (DOI)000890629600001 ()2-s2.0-85142718871 (Scopus ID)
Anmärkning

CC BY 4.0

Corresponding author(s): Tobias Karlsson, School of Informatics, University of Skövde, PO Box 408, 541 28 Skövde, Sweden. Email: tobias.karlsson@his.se

The author(s) received nofinancial support for the research, authorship, and/or publication ofthis article.

Tillgänglig från: 2022-11-22 Skapad: 2022-11-22 Senast uppdaterad: 2025-09-29Bibliografiskt granskad
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
Öppna denna publikation i ny flik eller fönster >>Data-driven method for mobile game publishing revenue forecast
2022 (Engelska)Ingår i: Service Oriented Computing and Applications, ISSN 1863-2386, Vol. 16, nr 1, s. 67-76Artikel i tidskrift (Refereegranskat) 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.

Ort, förlag, år, upplaga, sidor
Springer, 2022
Nyckelord
Business Intelligence, Game analytics, Game metrics, Indie game developer, Benchmark, Time-series prediction, Game publishing
Nationell ämneskategori
Annan data- och informationsvetenskap Företagsekonomi
Forskningsämne
Interaction Lab (ILAB)
Identifikatorer
urn:nbn:se:his:diva-20832 (URN)10.1007/s11761-021-00332-2 (DOI)000734143700001 ()2-s2.0-85121663973 (Scopus ID)
Forskningsfinansiär
Interreg Öresund-Kattegat-Skagerrak, NYPS 20201849
Anmärkning

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.

Tillgänglig från: 2021-12-30 Skapad: 2021-12-30 Senast uppdaterad: 2025-09-29Bibliografiskt granskad
Bäckström, C., Rolfson, T., Engström, H., Knez, R. & Larsson, M. (2022). Expecting parents' perceptions of the digital parental support "childbirth journey" constructed as a serious game: an intervention study. Digital Health, 8, Article ID 20552076221097776.
Öppna denna publikation i ny flik eller fönster >>Expecting parents' perceptions of the digital parental support "childbirth journey" constructed as a serious game: an intervention study
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2022 (Engelska)Ingår i: Digital Health, E-ISSN 2055-2076, Vol. 8, artikel-id 20552076221097776Artikel i tidskrift (Refereegranskat) Published
Abstract [en]

Objective: The aim of this study was to explore expecting parents’ perceptions of the Childbirth Journey as an intervention that includes medical information for parental support, constructed as a serious game.

Methods: In this qualitative study, semi-structured interviews were held with expecting parents in Sweden who were able to talk about specific parts of the Childbirth Journey they appreciated or found difficult to understand. A phenomenographic methodology was employed for data analysis.

Results: Participants perceived the Childbirth Journey to be easily accessible and customized with reliable information. The design and features of the intervention were perceived by the expecting parents to enhance the intervention’s usability, appeal, and trustworthiness. When parental couples used the Childbirth Journey together, it gave them an opportunity to discuss and better understand each other’s situation. The participants proposed several changes to the existing version of the game, mostly related to extending practical information and illustrated scenarios but also to the further development of the game’s design and animations. The participants found the Knowledge portal to be the most appealing part of the Childbirth Journey.

Conclusions: The Childbirth Journey intervention was concluded to be a valuable digital complement to in-person profes- sional support, especially given the current COVID-19 pandemic restrictions in place in Sweden, which do not allow antenatal visits by partners. However, in its current form, the Childbirth Journey has some deficiencies and would therefore benefit from further development and exploration.

Ort, förlag, år, upplaga, sidor
Sage Publications, 2022
Nyckelord
Digital health, general, pregnancy, medicine, Apps, personalized medicine, public health, disease, health informatics
Nationell ämneskategori
Systemvetenskap, informationssystem och informatik med samhällsvetenskaplig inriktning Människa-datorinteraktion (interaktionsdesign) Annan teknik Annan hälsovetenskap Övrig annan samhällsvetenskap
Forskningsämne
Familjecentrerad hälsa (FamCeH); Interaction Lab (ILAB)
Identifikatorer
urn:nbn:se:his:diva-21163 (URN)10.1177/20552076221097776 (DOI)000798253900001 ()35603330 (PubMedID)2-s2.0-85130355449 (Scopus ID)
Forskningsfinansiär
Västra Götalandsregionen
Anmärkning

CC BY 4.0

First published online May 16, 2022

Corresponding author: Caroline Bäckström, School of Health Sciences, University of Skövde, Postbox 408, S 541 28, Skövde, Sweden. Email: caroline.backstrom@his.se

Funding: The authors disclosed receipt of the following financial support for the research, authorship, and/or publication of this article: This work was supported by the School of Health Sciences and the Research Group Family Centered Health (FamCeH), University of Skövde, Sweden; Regionhälsan Midwifery Unit, Västra Götalandsregionen, Sweden; School of Informatics, University of Skövde, Sweden; Skaraborgs Hospital, Skövde, Sweden; Chalmers Innovationskontoret, Sweden.

Tillgänglig från: 2022-05-23 Skapad: 2022-05-23 Senast uppdaterad: 2025-09-29Bibliografiskt granskad
Koohnavard, S., Tepe, J., Johansson, V., Arltoft, E., Engström, H. & Thornquist, C. (2022). Mode och spel: en förstudie för nya digitala möjligheter till hållbar utveckling.
Öppna denna publikation i ny flik eller fönster >>Mode och spel: en förstudie för nya digitala möjligheter till hållbar utveckling
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2022 (Svenska)Rapport (Övrigt vetenskapligt)
Abstract [sv]

Digitaliseringen av mode växer fram i allt större takt och under en tid där fysisk interaktion är begränsat. Under de senaste åren har flertalet samarbeten ägt rum mellan mode- och spelföretag, där digitala tvillingar av fysiska kläder skapas och implementeras i spel. Denna förstudie är finansierad av Västra Götalandsregionen och ämnar att undersöka kopplingar mellan mode och spel, dess skillnader och likheter när det kommer till konsumtion och betydelse av digitala respektive fysiska kläder, samt även undersöka samarbetsvägarna mellan dessa två områden och hur samarbeten skulle kunna se ut. Under förstudien har aktörer inom mode- och spelindustri intervjuats och en workshop har hållits för att få en djupare förståelse kring gemensamma intressepunkter och utmaningar. Resultatet har visat att det finns starka paralleller kring kläders representation för både skaparen och användaren i båda världar och att utmaningarna för samarbete dels ligger i tekniska begränsningar, företagskultur och bristande kunskap om det andra området hos respektive område. Resultatet visar också ett växande intresse och behov av hybriddesigner eller hybrida team som agerar som broar mellan dessa två områden.

Förlag
s. 12
Nationell ämneskategori
Design Annan teknik Människa-datorinteraktion (interaktionsdesign)
Forskningsämne
Interaction Lab (ILAB)
Identifikatorer
urn:nbn:se:his:diva-23507 (URN)
Tillgänglig från: 2024-01-03 Skapad: 2024-01-03 Senast uppdaterad: 2025-09-29Bibliografiskt granskad
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.
Öppna denna publikation i ny flik eller fönster >>Serious games design knowledge: Experiences from a decade (+) of serious games development
2022 (Engelska)Ingår i: EAI Endorsed Transactions on Serious Games, ISSN 2034-8800 , Vol. 6, nr 1, s. 1-13, artikel-id e4Artikel i tidskrift (Refereegranskat) 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.

Ort, förlag, år, upplaga, sidor
European Alliance for Innovation (EAI), 2022
Nyckelord
serious games, game design, game development, utility systems, information systems
Nationell ämneskategori
Systemvetenskap, informationssystem och informatik
Forskningsämne
Interaction Lab (ILAB)
Identifikatorer
urn:nbn:se:his:diva-19724 (URN)10.4108/eai.27-5-2021.170008 (DOI)
Forskningsfinansiär
Länsförsäkringar ABVästra Götalandsregionen
Anmärkning

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

Tillgänglig från: 2021-05-28 Skapad: 2021-05-28 Senast uppdaterad: 2025-09-29Bibliografiskt granskad
Organisationer
Identifikatorer
ORCID-id: ORCID iD iconorcid.org/0000-0002-9972-4716

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