Daniel Fernández Galeote
Biographic Data
| ID | 6674730 |
|---|---|
| NAME | Daniel Fernández Galeote |
| GIVEN NAMES | Daniel Fernández |
| FAMILY NAME | Galeote |
| SIGNATURE | GALEOTE D F |
| AFFILIATIONS | Tampere University |
| ORCID | 0000-0002-5197-146X |
| VERIFIED | Yes |
| TOTAL WORKS | 8 |
| TOTAL CITATIONS | 1 |
| AUTHOR COUNT | 8 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2021 |
| LATEST PUBLICATION YEAR | 2025 |
| H-INDEX | 1 |
Virtual empowerment
Social performance situations, often crucial and expected in today’s work contexts, can be perceived as highly challenging and stressful. Therefore, experiencing anxiety in public speaking situations can have a negative impact on individuals’ working lives and career prospects. Virtual reality environments offer novel means to practise public speaking anywhere, safely and privately, and to replace simulations with more dynamic and innovative trai…
Play, games, and gamification to support sustainability transitions
Transitioning towards more sustainable systems is crucial in an era where carbon emissions continue to rise and planetary boundaries have been exceeded. However, traditional methods for public engagement with institutionally, technically, and ecologically complex issues have shown limited results in motivating change. In response, play, games, and gamification promise to support sustainability transitions by engaging diverse stakeholders and prom…
State-of-the-art in climate resilience gamification for coastal environments
Gamification has emerged as a promising tool for education and awareness-raising in the context of climate adaptation, but we lack a clear understanding of its topical and geographical reach, as well as its effectiveness. To gain a comprehensive understanding of the state of the art, we conducted a systematic literature review of 40 studies addressing sea level rise; flooding resulting from sea level rise or extreme weather events; and transforma…
Gamification for Sustainable Development
The limits to sustainability
Future leaders will have the challenging task of transitioning current societal practices and organizations towards sustainability, but we lack in-depth characterizations of young sustainability leadership students within specialized higher education programs. Understanding their aspirations, doubts and fears may help educators to provide tailored and innovative teaching. In this study, we engage 24 students of a Finnish sustainability leadership…
Feeling Small or Standing Tall? Height Manipulation Affects Speech Anxiety and Arousal in Virtual Reality
Social performance situations often constitute one of the most challenging communication tasks across different cultures. In today's work environments, giving presentations and performing in front of others are often essential and expected. Therefore, public speaking anxiety can have a serious impact on an individual's job performance, career choice, and prospects. Contemporary consumer virtual reality hardware has made it possible to practice pu…
Text- and game-based communication for climate change attitude, self-efficacy, and behavior
The advantages of both gamification and immersive technologies are often advocated for in contexts where human motivation is lacking. This is the case with environmental sustainability and climate change engagement, where knowledge alone is not sufficient for pro-environmental behavior. However, the existing literature lacks rigorous studies comparing games and immersive media to more traditional communication methods. In this article, we describ…
Gamification for climate change engagement
Both bottom-up and top-down initiatives are essential for addressing climate change effectively. These include initiatives aiming to achieve widespread behavioral change towards reduction of greenhouse gas emissions as well as pursuing education regarding adaptation measures. While awareness of the issue of climate change is now pervasive, and actions are being taken at all levels of society, there is still much to do if international goals are t…
The limits to sustainability
Future leaders will have the challenging task of transitioning current societal practices and organizations towards sustainability, but we lack in-depth characterizations of young sustainability leadership students within specialized higher education programs. Understanding their aspirations, doubts and fears may help educators to provide tailored and innovative teaching. In this study, we engage 24 students of a Finnish sustainability leadership…
Gamification for climate change engagement
Both bottom-up and top-down initiatives are essential for addressing climate change effectively. These include initiatives aiming to achieve widespread behavioral change towards reduction of greenhouse gas emissions as well as pursuing education regarding adaptation measures. While awareness of the issue of climate change is now pervasive, and actions are being taken at all levels of society, there is still much to do if international goals are t…
Feeling Small or Standing Tall? Height Manipulation Affects Speech Anxiety and Arousal in Virtual Reality
Social performance situations often constitute one of the most challenging communication tasks across different cultures. In today's work environments, giving presentations and performing in front of others are often essential and expected. Therefore, public speaking anxiety can have a serious impact on an individual's job performance, career choice, and prospects. Contemporary consumer virtual reality hardware has made it possible to practice pu…
Text- and game-based communication for climate change attitude, self-efficacy, and behavior
The advantages of both gamification and immersive technologies are often advocated for in contexts where human motivation is lacking. This is the case with environmental sustainability and climate change engagement, where knowledge alone is not sufficient for pro-environmental behavior. However, the existing literature lacks rigorous studies comparing games and immersive media to more traditional communication methods. In this article, we describ…
Gamification for Sustainable Development
The limits to sustainability
Future leaders will have the challenging task of transitioning current societal practices and organizations towards sustainability, but we lack in-depth characterizations of young sustainability leadership students within specialized higher education programs. Understanding their aspirations, doubts and fears may help educators to provide tailored and innovative teaching. In this study, we engage 24 students of a Finnish sustainability leadership…
Virtual empowerment
Social performance situations, often crucial and expected in today’s work contexts, can be perceived as highly challenging and stressful. Therefore, experiencing anxiety in public speaking situations can have a negative impact on individuals’ working lives and career prospects. Virtual reality environments offer novel means to practise public speaking anywhere, safely and privately, and to replace simulations with more dynamic and innovative trai…
Play, games, and gamification to support sustainability transitions
Transitioning towards more sustainable systems is crucial in an era where carbon emissions continue to rise and planetary boundaries have been exceeded. However, traditional methods for public engagement with institutionally, technically, and ecologically complex issues have shown limited results in motivating change. In response, play, games, and gamification promise to support sustainability transitions by engaging diverse stakeholders and prom…
State-of-the-art in climate resilience gamification for coastal environments
Gamification has emerged as a promising tool for education and awareness-raising in the context of climate adaptation, but we lack a clear understanding of its topical and geographical reach, as well as its effectiveness. To gain a comprehensive understanding of the state of the art, we conducted a systematic literature review of 40 studies addressing sea level rise; flooding resulting from sea level rise or extreme weather events; and transforma…
Psychology (6 works) · Environmental Education and Sustainability (5 works) · Computer Science (4 works) · Ecology (4 works) · Political science (4 works) · Educational Games and Gamification (3 works) · Media Influence and Health (3 works) · Sociology (3 works) · Sustainability (3 works) · Climate change (2 works)