This manuscript reviews the past literature on the Blue Whale Challenge, which is known to be a dangerous gamification activity that spreads on social media to target vulnerable teenagers. It aims to nurture workshop discussion for collaborative future research directions on the matter.
CITATION STYLE
Ozturkcan, S. (2020). Interactivity, Game Creation, Design, Learning, and Innovation. (A. Brooks & E. I. Brooks, Eds.), Lecture Notes of the Institute for Computer Sciences, Social-Informatics and Telecommunications Engineering, LNICST (Vol. 328, pp. 785–787). Springer International Publishing. Retrieved from https://link.springer.com/10.1007/978-3-030-53294-9
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