Gamification of education: a review of literature

FFH Nah, Q Zeng, VR Telaprolu, AP Ayyappa… - HCI in Business: First …, 2014 - Springer
We synthesized the literature on gamification of education by conducting a review of the
literature on gamification in the educational and learning context. Based on our review, we …

Flow and immersion in video games: The aftermath of a conceptual challenge

L Michailidis, E Balaguer-Ballester, X He - Frontiers in psychology, 2018 - frontiersin.org
One of the most pleasurable aspects of video games is their ability to induce immersive
experiences. However, there appears to be a tentative conceptualization of what an …

Empathy and embodied experience in virtual environment: To what extent can virtual reality stimulate empathy and embodied experience?

D Shin - Computers in human behavior, 2018 - Elsevier
This study investigates the user experience to clarify what it is like to experience stories in
VR (virtual reality) and how immersion influences story experiences in immersive …

The three pillars of virtual reality? Investigating the roles of immersion, presence, and interactivity

J Mütterlein - 2018 - scholarspace.manoa.hawaii.edu
Virtual reality (VR) technologies enable a new media consumption experience. Although
VR's origins trace back at least to the 1960s, it is still unclear how VR's postulated key …

How do presence, flow, and character identification affect players' empathy and interest in learning from a serious computer game?

CM Bachen, P Hernández-Ramos, C Raphael… - Computers in Human …, 2016 - Elsevier
This study develops and tests an integrated model of how three psychological variables—
presence, flow, and character identification—contribute to interest in learning and empathy …

Gamification as a moderator for the impact of intrinsic motivation: Findings from a multigroup field experiment

H Treiblmaier, LM Putz - Learning and Motivation, 2020 - Elsevier
Gamification, the application of game elements (ie, motivational affordances) in non-game
contexts, has shown a promising potential to increase individuals' intrinsic motivation and to …

Do games reduce maths anxiety? A meta-analysis

P Dondio, V Gusev, M Rocha - Computers & Education, 2023 - Elsevier
In this paper, we present the first meta-analysis of the efficacy of game-based interventions
on reducing students' levels of maths anxiety. After searching for randomised studies …

Research commentary: Setting a definition, context, and theory-based research agenda for the gamification of non-gaming applications

H Treiblmaier, LM Putz, PB Lowry - AIS Transactions on Human …, 2018 - aisel.aisnet.org
As a nascent area of study, gamification has attracted the interest of researchers in several
fields, but such researchers have scarcely focused on creating a theoretical foundation for …

Covid-19 pandemic–role of technology in transforming business to the new normal

FFH Nah, K Siau - HCI International 2020–Late Breaking Papers …, 2020 - Springer
COVID-19 has disrupted our lives and the economy. In this paper, we outline approaches in
which information technology can be used to implement business strategies to enhance …

So far yet so near: Exploring the effects of immersion, presence, and psychological distance on empathy and prosocial behavior

HM Lee, BJ Li - International Journal of Human-Computer Studies, 2023 - Elsevier
Immersive media are often lauded for their ability to induce empathy and encourage
prosocial behavior, yet the theoretical mechanisms underlying why immersion may lead to …