Gamification is increasingly becoming a pertinent aspect of any UI and UX design. However, a canonical dearth in research and application of gamification has been related to the role of …
Gamification refers to the attempt to transform different kinds of systems to be able to better invoke positive experiences such as the flow state. However, the ability of such intervention …
Background: There is little research on the application of gamification to mental health and well-being. Furthermore, usage of gamification-related terminology is inconsistent. Current …
S Litvin, R Saunders, MA Maier, S Lüttke - PLoS one, 2020 - journals.plos.org
Forty percent of all general-practitioner appointments are related to mental illness, although less than 35% of individuals have access to therapy and psychological care, indicating a …
Gamification has been discussed as a standout approach to improve user experience, with different studies showing that users can have different preferences over game elements …
The objective of this work was to explore the effects that an individual's Hexad player type has on their performance in gamified applications. Previous studies sought to explore the …
Persuasive gameful systems are effective tools for motivating behaviour change. Research has shown that tailoring these systems to individuals can increase their efficacy; however …
Gamification is widely used to foster user motivation. Recent studies show that users can be more or less receptive to different game elements, based on their personality or player …
Abstract Background and Aim Gamefulness is commonly cited as the primary goal of gamification, a family of approaches employed in education, business, healthcare …