نتایج جستجو برای: gamification
تعداد نتایج: 2813 فیلتر نتایج به سال:
W e take great interest in the letter published by Ahmed et al. (1) who discussed the impressive success of gamification, the use of game design elements in non-game context (2), advocating its use in medical education. Despite the hype surrounding gamification (3), this letter provides a broader perspective on the limitations of gamification highlighting common pitfalls to avoid when attemptin...
BACKGROUND In today's society, stress is more and more often a cause of disease. This makes stress management an important target of behavior change programs. Gamification has been suggested as one way to support health behavior change. However, it remains unclear to which extend available gamification techniques are integrated in stress management apps, and if their occurrence is linked to the...
Trying to take advantage of the growing passion for games, Gamification is a trending phenomenon that aims at motivating people by applying elements common to games in different contexts. While first applications of Gamification exist in finance, health, education and entertainment, utility of Gamification in various contexts has not been sufficiently explored. Aiming to understand how Gamifica...
During the last decade games have become an established vein of entertainment, and consumer culture, and essentially, a common part of people’s daily lives. However, in addition to the increased penetration of games, the ways in which people play and employ games have also become more varied. The long-tail is getting longer: there are more different kinds of games available for a multitude of d...
Application and gamification data contain valuable information about users and their behavior. This data can be used to measure the success of gamification projects, to analyze user behavior, and to continuously improve gamification designs. However, to support the process of gamification analyses, appropriate tool support is missing. Moreover, the specific requirements for methods and tools ha...
Gamification is an innovative approach to foster motivation. It refers to the use of game elements in non-game contexts. This article adopts a differentiated view on the topic of gamification and investigates, how and why different game elements can address different motivational mechanisms. At first, the concept of gamification and specific game elements characteristic of gamification are desc...
The trend of employing game mechanisms and techniques in non-game contexts, gamification, has dramatically increased in recent years. Gamification can be viewed as a new paradigm for enhancing brand awareness and loyalty, innovation, and online user engagement. With the novelty and potential of gamification, until now there is limited understanding and research in this area. Particularly, previ...
Gamification presents an opportunity to model and guide the enculturation process of computer science undergraduates. It can also make the matriculation journey more engaging for a broader range of students if done correctly. This paper looks at design considerations, potential benefits and the challenges with implementing meaningful gamification in a department of computer science. It describe...
Committing to exercise regularly is not an easy task. Following evaluation investigate the adequacy of gamification techniques within wearable devices by analyzing the multiple aspects of gamification, wearable technologies, and the healthcare industry. Gamification is not about learning how to play a game; instead gamification emphasizes using game mechanics or elements in a non-gaming system ...
Nowadays gamification is a hot topic in the world, a lot of websites, applications and researches adapt this method to arouse users' motivation. From the past experience, gamification indeed has a positive influence on users' motivation especially in e-learning field. However, the gamification method either is hard to be applied to professional content called meaningful gamification or is negat...
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