نتایج جستجو برای: gamification

تعداد نتایج: 2813  

2018
Naomi Unkelos-Shpigel

[Context and Motivation] RE presents several challenges and risks stemming from the required collaboration and knowledge transfer between many different stakeholders, including analysts, developers and customers. [Objectives] This research aims to address these challenges by developing a gamification framework for enhancing motivation among professional software developers and analysts, to perf...

Journal: :Research in Computing Science 2016
Humberto Marín-Vega Giner Alor-Hernández Ramón Zataraín-Cabada María Lucía Barrón-Estrada

Gamification is the concept of applying game mechanics and game design techniques to engage and motivate people to achieve their goals. This paper aims to make a systematic review of gamification techniques implemented in the development of educational applications and the implementation or interaction with other technologies such as serious games. The importance of this research is because gam...

Journal: :Computers in Human Behavior 2014
Juho Hamari Jonna Koivisto

This paper measures flow in the context of gamification and investigates the psychometric properties of the Dispositional Flow Scale-2 (DFS-2). We employ data gathered from users of an exercise gamification service (N = 200). The results show that the original DFS-2 factorial structure does result in a similar model fit as the original work. However, we also present a factorial respecification ...

2014
Frank Hopfgartner Gabriella Kazai Udo Kruschwitz Michael Meder

Gamification is the application of game mechanics, such as leader boards, badges or achievement points, in non-gaming environments with the aim to increase user engagement, data quality or cost effectiveness. A core aspect of gamification solutions is to infuse intrinsic motivations to participate by leveraging people’s natural desires for achievement and competition. While gamification, on the...

2012

Dalhousie Journal of Interdisciplinary Management Abstract: Gamification purports that the main appeal of video games are game mechanics. Gamification asserts that these mechanics, which include points, badges, levels, etc., can be excised from video games and used to motivate people to perform tasks outside the realm of traditional video games. This paper challenges these claims by arguing tha...

2015
Johannes Harms Stefan Biegler Christoph Wimmer Karin Kappel Thomas Grechenig

Online surveys are an important means of data collection in marketing and research, but conventional survey designs are often perceived as dull and unengaging, resulting in negative respondent behavior. Gamification has been proposed to make online surveys more pleasant to fill and, consequently, to improve the quality of survey results. This work applied gamification to an existing survey targ...

2016
Stavros Lounis Stefanos Doukidis Nikolaos Papastamatiou Theodoros Doukoulos

The e-book industry is reshaping the norm of traditional book publishing and most publishing houses are concentrating their efforts in digital, in order to satisfy new market needs and capture significant market share. Currently, one of out of five e-books sold, are children-related and overall, the e-book industry is projected to be valued at $18.9 billion by 2018. Nevertheless, the increased ...

2014
Stéphane Goria

Ces dernières années deux expressions relatives à l’utilisation partielle ou complète d’éléments issus des jeux dans des contextes non ludiques ont vu le jour. Ces expressions sont celles de serious game et de gamification. Un serious game ou jeu sérieux est un jeu développé à des fins professionnelles qui utilise une interface ludique pour atteindre des objectifs professionnels. La gamificatio...

2015
Frederiek de Vette Monique Tabak Marit Dekker-van Weering Miriam Vollenbroek-Hutten

BACKGROUND Telemedicine can alleviate the increasing demand for elderly care caused by the rapidly aging population. However, user adherence to technology in telemedicine interventions is low and decreases over time. Therefore, there is a need for methods to increase adherence, specifically of the elderly user. A strategy that has recently emerged to address this problem is gamification. It is ...

2014
Geiser Chalco Challco Dilvan A. Moreira Riichiro Mizoguchi Seiji Isotani

Gamification is an interesting and relatively new concept. The concept of Gamification is more than just game playing; it is about introducing game design elements in a proper way to satisfy individual motivational needs according to personality traits. Researcher and Educators are currently looking at Gamification to deal with the problem of learner engagement and motivation in Collaborative L...

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