[HTML][HTML] Effects of a personalized fitness recommender system using gamification and continuous player modeling: system design and long-term validation study

Z Zhao, A Arya, R Orji, G Chan - JMIR serious games, 2020 - games.jmir.org
Background: Gamification and persuasive games are effective tools to motivate behavior
change, particularly to promote daily physical activities. On the one hand, studies have …

Gamified and self-adaptive applications for the common good: Research challenges ahead

A Bucchiarone, A Cicchetti, N Bencomo… - … for Adaptive and …, 2021 - ieeexplore.ieee.org
Motivational digital systems offer capabilities to engage and motivate end-users to foster
behavioral changes towards a common goal. In general these systems use gamification …

On social contagion in gamification: The power of influencers in a location-based gameful system

E Loria, LE Nacke, A Marconi - Proceedings of the ACM on Human …, 2021 - dl.acm.org
Social connections shape our behaviour because of peer pressure and social contagion.
This phenomenon is amplified in online networks by particularly influential individuals …

Towards a Framework to Assist Iterative and Adaptive Design in Gameful Systems

A Bucchiarone, A Cicchetti, E Loria… - 2021 36th IEEE/ACM …, 2021 - ieeexplore.ieee.org
Over the years, gamification gained consensus among researchers and practitioners as a
tool to motivate people to perform activities deemed as tedious or unexciting. Hence, there …

Gamified Physical Exercise and Mental Health

E Ariño-Mateo, J García-Carretero… - Salud, Ciencia y …, 2024 - revista.saludcyt.ar
Background: The incorporation of gamification into physical exercise has facilitated the
exploration of its mental health benefits. Analysing the nexus between gamified physical …

Analyzing and Exploring Affective and Cognitive Learning Outcomes in Computer Games Through Data Science

A Alzaid - 2023 - search.proquest.com
As computer games become integral to students' learning experiences, this dissertation
investigates the impact of educational game-based learning on mathematical outcomes and …

Run-time and collective adaptation of gameful systems

A Bucchiarone, N Bencomo, E Loria… - … Computing and Self …, 2020 - ieeexplore.ieee.org
The term gamification has been introduced in the early 2000s [13] and has as central idea
the usage of game elements in non-entertainment application domains to foster motivation …

Alone with Company: Studying Individual and Social Players' In-game Behaviors in Adaptive Gamification

E Loria - 2021 - iris.unitn.it
Humans procrastinate and avoid performing activities that they deem dull, repetitive, and out
of their comfort zone. Gamification was conceived to reverse the situation by turning those …