Gamification: A framework for designing software in e-banking

LF Rodrigues, CJ Costa, A Oliveira - Computers in Human behavior, 2016 - Elsevier
The gamification software development gave emphasis to the role played by the users to test
and improve the software. This study presents a framework for software gamified in e …

An instrument to build a gamer clustering framework according to gaming preferences and habits

B Manero, J Torrente, M Freire… - Computers in Human …, 2016 - Elsevier
In the era of digital gaming, there is a pressing need to better understand how people's
gaming preferences and habits affect behavior and can inform educational game design …

Gaming for the energy transition. Experimenting and learning in co-designing a serious game prototype

K Gugerell, C Zuidema - Journal of Cleaner Production, 2017 - Elsevier
Experimenting and learning are increasingly considered as means to innovate governance
approaches for pursuing a more sustainable society. Learning and experimenting can …

Questions over answers: Reflective game design

R Khaled - Playful disruption of digital media, 2018 - Springer
Reflection is the mental process that occurs when we encounter situations that cannot be
effectively dealt with using previous experiences and solutions. For decades, it has been …

[图书][B] Understanding counterplay in video games

AF Meades - 2015 - taylorfrancis.com
This book offers insight into one of the most problematic and universal issues within
multiplayer videogames: antisocial and oppositional play forms such as cheating, player …

Exploring the use of participatory design in game design: a Brazilian perspective

V Wanick, C Bitelo - International Journal of …, 2020 - journal.seriousgamessociety.org
This paper reviews the current body of literature on participatory design (PD) for game
design, including participatory design elements, participatory design in education, and the …

Investigating the impact of gaming habits, gender, and age on the effectiveness of an educational video game: An exploratory study

B Manero, J Torrente, C Fernandez-Vara… - IEEE Transactions …, 2016 - ieeexplore.ieee.org
This study examines the influence of players' age, gender, and gaming preferences and
habits (from now on,“gaming preferences”) on the effectiveness of a specific videogame that …

Games as activity: Correcting the digital fallacy

J Stenros, A Waern - Videogames studies: Concepts, cultures, and …, 2011 - brill.com
Game studies would benefit from acknowledging that digital games should be studied as a
special case of games rather than the other way around. Digital games research tends to …

Tales from the front lines of a large-scale serious game project

R Khaled, G Ingram - Proceedings of the SIGCHI conference on human …, 2012 - dl.acm.org
Serious games have received much positive attention; correspondingly, many researchers
have taken up the challenge of establishing how to best design them. However, the current …

[PDF][PDF] Compassionate game design: A holistic perspective for a player-centric game design paradigm for games4health

AT Bayrak - International Journal on Advances in Intelligent …, 2020 - researchgate.net
Despite the growing interest in using games for positive health outcomes such as alleviating
disease symptoms, mental or physical therapies, or rehabilitation, finding suitable games or …