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Virtual Persons + Virtual Goods = Real Problems.. UCMedia, volume 40 of Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, page 265-270. Springer, (2009)Generation I(mmersion) - How to Meet Learner Expectations of Tomorrow.. iJAC, 9 (1): 19-25 (2016)The Impact of Gamification - Recommending Education Scenarios.. Int. J. Emerg. Technol. Learn., 8 (S1): 15-21 (2013)Legal Challenges of an Open Web Index, , and . International Cybersecurity Law Review, (January 2021)Young Academics in E-Learning Research - Editorial., , , , , and . Int. J. Emerg. Technol. Learn., 7 (S2): 4-6 (2012)Collaborative and Social Learning using Virtual Worlds: Preparing Students for Virtually Anything., and . iJAC, 4 (3): 23-29 (2011)Choosing a Virtual World Platform for Teaching: "VICERO" - A Scoring Model Aiding the Right Choice.. iJAC, 5 (3): 54-57 (2012)Gamify Your Teaching - Using Location-Based Games for Educational Purposes.. iJAC, 6 (2): 22-27 (2013)Gaming & law - Its part of the game, so what should I know.. GEM, page 1-2. IEEE, (2015)QuizeRo - Recipe for a Successful QR-Code Scavenger Hunt., and . GameDays, volume 8395 of Lecture Notes in Computer Science, page 190-194. Springer, (2014)