نتایج جستجو برای: gamification

تعداد نتایج: 2813  

2014
Thomas Wiegand Stefan Stieglitz

In recent years, gamification has become one of the major trends in information systems. However, until now the kinds of gamification approaches which exist and how they could be applied in the context of knowledge exchange in enterprises has been under-researched. By briefly summarising the current status of research in the fields of social capital, knowledge management and motivational theory...

Journal: :CoRR 2015
Mathieu Andro Imad Saleh

Digital libraries and gamification: overview and state of the art This article presents an overview of the main gamification projects for digital libraries, either for tagging or OCR correction. This overview is followed by a state of the art with functionalities, motivations, sociology of contributors and the scope of gamification compared to the serious games and explicit crowdsourcing. Final...

2017
Siti Nurul Mahfuzah Mohamad Sazilah Salam Norasiken Bakar

Evolutions in technology have changed the day-to-day especially in education. The ways of teaching and learning have begun the same process. Only the methods can be varieties depends on the instructors. Nowadays, the interest-growing topic in education is about gamification. Various approach has been introduced through gamification to engage student learning but there is still criticism of gami...

Journal: :Cyberpsychology, behavior and social networking 2013
Shang Hwa Hsu Jen-Wei Chang Chun-Chia Lee

Gamification design is considered as the predictor of collaborative storytelling websites' success. Although aforementioned studies have mentioned a broad range of factors that may influence gamification, they neither depicted the actual design features nor relative attractiveness among them. This study aims to identify attractive gamification features for collaborative storytelling websites. W...

2017
Antti Knutas Rob van Roy Timo Hynninen Marco Granato Jussi Kasurinen Jouni Ikonen

In this paper we present an approach for personalizing gamification to the needs of each individual person. We designed the personalization for computer-supported collaborative learning environments by synthesizing three existing design frameworks: the lens of intrinsic skill atoms, gamification user type hexad and heuristics for effective design of gamification. The result of the design proces...

2016
Sofia Schöbel Matthias Söllner Jan Marco Leimeister

Gamification is an approach to motivate users of information systems by implementing game elements. Despite its potentials, the use of gamification in practice has also received criticism because most gamification elements are integrated into systems without considering the preferences of the respective users and without considering contextual aspects. Hence, we aim at identifying which element...

2014
Rowan Tulloch

Gamification is a complex and controversial concept. It has been both embraced as a marketing and education revolution, and dismissed as practice of exploitation. Contested within the debate around gamification has been the very concept of what a game is, what the core mechanics of games are, and whether gamification truly mobilises these core mechanics. This paper will challenge the foundation...

2016
Michael Meder Till Plumbaum Sahin Albayrak

Gamification or gameful design attempts to raise participation through the application of game design patterns and principles in nongame environments. It has successfully been applied but in many cases gamification fails due to di↵erent kind of design phase pitfalls. Several game and gamification design taxonomies and guides exists. But it is hard to select the right one for a specific applicat...

2014
Justin Wylie

This paper reviews the findings of several studies and surveys that address the increasing popularity and usage of so-called fitness “gamification.” Fitness gamification is used as an overarching and information term for the use of video game elements in non-gaming systems to improve user experience and user engagement. In this usage, game components such as a scoreboard, competition amongst fr...

2016
Sofia Schöbel Matthias Söllner

Gamification refers to the use of game elements in a non-entertainment-based context, and is a wellknown approach to motivate users of information systems. Despite the positive effects of games in daily life, more gamification projects fail. A possible explanation for this observation is that game elements are often designed without considering the needs of different groups of users. Consequent...

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