نتایج جستجو برای: gamification

تعداد نتایج: 2813  

2011

In this position paper, we propose that an important consideration for applying gamification within the enterprise is identifying the appropriate time for manifesting game elements into the work context – the “moment of play.” We reflect on our experiences with gamification projects within an enterprise. We call for further research into understanding moments of play in community, team, and ind...

2013
Lucas Felipe Da Cunha Isabela Gasparini Carla Diacui Medeiros Berkenbrock

The engagement of users in collaborative systems is essential so that users achieve their goals more easily. In this way, this paper aims to investigate the use of gamification to increase engagement of users in collaborative systems. Thus, four systems were selected, and we examined which techniques were used and the results obtained from this. The results suggest that the use of gamification ...

2016
Chris Cain Anne Anderson Matthew E. Taylor

This paper introduces Topic-INdependent Gamification Learning Environment (TINGLE), a framework designed to increase student motivation and engagement in the classroom through the use of a game played outside the classroom. A 131-person study was implemented in a construction management course. Game statistics and survey responses were recorded to estimate the effect of the game and correlation...

2013
Stavros Lounis Xanthippi Neratzouli Katerina Pramatari

The present study aims to identify the potential benefits deriving from the introduction of gamification elements in the consumer shopping process, in order to engage consumers in a more ecologically conscious behavior. Interviews with lead consumers show that the gamification of the shopping process results in increment of the stated intention to participate in the shopping process as well as ...

2017
Chris Cain Anne Anderson Matthew E. Taylor

This paper introduces Topic-INdependent Gamification Learning Environment (TINGLE), a framework designed to increase student motivation and engagement in the classroom through the use of a game played outside the classroom. A 131-person pilot study was implemented in a construction management course. Game statistics and survey responses were recorded to estimate the effect of the game and corre...

2013
Baptiste Monterrat Élise Lavoué Sébastien George

Many learning environments are deserted by the learners, even if they are effective. Gamification is a growing approach used to raise learners’ motivation by adding game elements in their environment, but it still pays few attention to the individual differences among learners’ motivations. This paper presents a gamification system designed to be plugged on various learning environments. It can...

2016
Amon Rapp Federica Cena Frank Hopfgartner Juho Hamari Conor Linehan

Gamification has been widely accepted in the HCI community in the last few years. However, the current debate is focused on its short-term consequences, such as effectiveness and usefulness, while its side-effects, long-term criticalities and systemic impacts are rarely raised. This workshop explores the gamification design space from a critical perspective, by using design fictions to help res...

2013
Felix Raczkowski

The paper offers the first results of an analysis of popular gamification guidebook publications. Using the way these guidebooks consider digital games as a starting point, I single out three of the most commonly mentioned associations with games and put them in the context of the overarching ideas that infuse them. After discussing the relationship of gamification and 1960’s behavioral experim...

2013

Organizations have started to gamify business, with a transformational impact on their marketing, sales, recruitment, products and services enhancement strategies. This white paper provides perspective on how noninsurers have adopted gamification to drive changes in user behavior and posits ways insurers should model these strategies to reap the benefits achieved by early adopters. Importantly,...

2015
Borja Gil Iván Cantador Andrzej Marczewski

We present a preliminary user study in an e-learning environment aimed to adapt and validate generic mechanics and player types proposed in the gamification literature. We incorporate well-known gamification mechanics into a number learning activities, implemented them as functionalities of an e-learning system, and investigate the learning effectiveness of the proposed mechanics, as well as th...

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