Mostafa Hamadi
Biographic Data
| ID | 5819892 |
|---|---|
| NAME | Mostafa Hamadi |
| GIVEN NAMES | Mostafa |
| FAMILY NAME | Hamadi |
| SIGNATURE | HAMADI M |
| AFFILIATIONS | Murdoch University |
| ORCID | 0000-0001-5330-0478 |
| VERIFIED | Yes |
| TOTAL WORKS | 2 |
| TOTAL CITATIONS | 0 |
| AUTHOR COUNT | 2 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2025 |
| LATEST PUBLICATION YEAR | 2026 |
| H-INDEX | 0 |
Designing Gamified Social Interaction for Gen Z in the Metaverse
Gamification plays a pivotal role in enhancing user engagement in the Metaverse, particularly among Generation Z users who value autonomy, immersion, and identity expression. However, current research lacks a cohesive framework tailored to designing gamified social experiences in immersive virtual environments. This study presents a framework-oriented systematic literature review, guided by PRISMA 2020 and SPIDER, to investigate how gamification …
Switching mobile learning on in Pakistan
This study was conducted to explore education delivery formats aligned with Pakistan’s Vision 2030 for education. Data were obtained from focus group discussions conducted with 31 students (10 female, 21 male) from three mainstream Pakistani universities. Qualitative data were analysed thematically. The authors’ findings show that students were excited about the flexibility offered by mobile learning and the opportunity to collaborate with peers …
No prominent works on this page.
Switching mobile learning on in Pakistan
This study was conducted to explore education delivery formats aligned with Pakistan’s Vision 2030 for education. Data were obtained from focus group discussions conducted with 31 students (10 female, 21 male) from three mainstream Pakistani universities. Qualitative data were analysed thematically. The authors’ findings show that students were excited about the flexibility offered by mobile learning and the opportunity to collaborate with peers …
Designing Gamified Social Interaction for Gen Z in the Metaverse
Gamification plays a pivotal role in enhancing user engagement in the Metaverse, particularly among Generation Z users who value autonomy, immersion, and identity expression. However, current research lacks a cohesive framework tailored to designing gamified social experiences in immersive virtual environments. This study presents a framework-oriented systematic literature review, guided by PRISMA 2020 and SPIDER, to investigate how gamification …
Augmented Reality Applications (1 works) · Business (1 works) · Conceptual framework (1 works) · Conceptual model (1 works) · Developing country (1 works) · Disadvantaged (1 works) · Economic growth (1 works) · Educational Games and Gamification (1 works) · Flexibility (engineering (1 works) · Focus group (1 works)