Throughout history, many have championed the use of play, games, and game-inspired design to improve the human condition. In the mid-2000s, the confluence of web …
Gamification, the use of game elements in non-game systems, is now established as a relevant research field in human-computer interaction (HCI). Several empirical studies have …
Abstract Background and Aim Gamefulness is commonly cited as the primary goal of gamification, a family of approaches employed in education, business, healthcare …
JL Gómez Contreras - Revista Universidad y Empresa, 2020 - scielo.org.co
La escasez de estudios en donde se vincule la aplicación de gamificación educativa, con sus fundamentos teóricos y/o principios, ha llevado al fracaso de la gamificación en …
This literature review seeks to investigate the current research addressing the potential of creating innovation-fostering environments in businesses through gamification techniques. It …
Gamification has been used in a variety of application domains to promote behaviour change. Nevertheless, the mechanisms behind it are still not fully understood. Recent …
Despite the emergence of many gameful design methods in the literature, there is a lack of evaluation methods specific to gameful design. To address this gap, we present a new set of …
M Featherstone, J Habgood - International Journal of Human-Computer …, 2019 - Elsevier
This paper describes the development and evaluation of UniCraft: a gamified mobile app designed to increase the engagement of undergraduate students with the content and …
Gamification is a promising approach to tackle users' infrequent and decreasing use of health apps. For this purpose, extant research provides developers of health apps with a …