Gamification has become a significant direction in designing technologies, services, products, organizational structures, and any human activities towards being more game-like …
In recent decades, several studies have suggested and validated user models (eg, Bartle, and Hexad) to represent different user profiles in games and gamified environments …
Increasingly, citizen science data are becoming a significant source of information on the distribution of biodiversity. Their value is affected by many biases, especially gaps and …
J Ulmer, S Braun, CT Cheng, S Dowey… - International Journal of …, 2023 - Taylor & Francis
Assistance systems have been widely adopted in the manufacturing sector to facilitate various processes and tasks in production environments. However, existing systems are …
E Mahmoudi, PY Yoo, A Chandra, R Cardoso… - JMIR Serious …, 2024 - games.jmir.org
Background: Children with disabilities face numerous challenges in accessing health services. Mobile health is an emerging field that could significantly reduce health inequities …
In recent years, different studies have proposed and validated user models (eg, Bartle, BrainHex, and Hexad) to represent the different user profiles in games and gamified …
Students face several difficulties in introductory programming courses (CS1), often leading to high dropout rates, student demotivation, and lack of interest. The literature has indicated …
Abstract Information system (IS) gamification has been successful in many contexts. Yet, research has shown gamification's success to vary between individuals. In this paper, we …
Recognising the rapid growth and enormous potential of gamification and social media advertising in today's digital age, along with the increasing popularity of social commerce (s …