نتایج جستجو برای: gamification

تعداد نتایج: 2813  

2014
Alaa AlMarshedi Gary B. Wills Vanissa Wanick Ashok Ranchhod

Gamification is defined as the use of game design elements in non-gaming contexts. It is been getting a lot of attention in recent years. However, the amount of research undertaken on gamification is limited. One of the problems it faces is sustainability. Designers might overlook the elements that increase sustainability due to lack of a standard framework that contains the essential component...

2017
Natanael Bandeira Romão Tomé Frederico da Rocha Tomé Filho

This study aims to develop a conceptual framework for gamification that can be used in university classrooms. To this end, an exploratory research was conducted about the concept of gamification, its main elements and the advantages and disadvantages of using it, focusing on the university environment. From this research, an early version of the conceptual framework for gamification of classroo...

Journal: :ICST Trans. Ambient Systems 2014
Michela Ferron Stefano De Paoli Paolo Massa

Ubiquitous games and gamification have recently become a widely applied approach for promoting well-being and improving health behaviours such as a physically active lifestyle. In this Special Issue of the Journal ICST Transactions on Ambient Systems, we collected a selection of high-quality papers presented at the workshop on “Ubiquitous games and gamification for promoting behaviour change an...

Journal: :Webology 2016
Zahed Bigdeli Gholamreza Haidari Alireza HajiYakhchali Reza BasirianJahromi

Gamification is defined as “the use of game elements and techniques in non-game contexts”. In fact, this definition is the most comprehensive one presented so far. This concept emerged first in 2002 but it has been prolonged for 8 years to attract individuals’ attention. Gamification has been applied in various disciplines according to their different needs. In fact, gamification tries to prese...

2014
Amy M. DuVernet Eric Popp

Gamification is broadly defined as the application of gaming mechanics in nongame contexts (Deterding, Dixon, Khaled, & Nacke, 2013). Although the term first appeared in 2008, it did not receive wide recognition until late 2010 (Deterding et al., 2013; Kapp, 2014) when it first appeared on Google trends (Google, 2014). Just one year later, Gartner predicted that over 70% of Global 2000 organiza...

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

Gamification is the use of game design elements to enhance the teaching-learning process; with gamification it is possible to make a routine nongame activity such into a game that is engaging and fun. Also serious games are proposed as a more efficient and enjoyable way to carry out cognitive assessment, the serious games combine a serious intention with game's rules and targets. This paper pre...

2015
Karen Robson Kirk Plangger Jan H. Kietzmann Ian McCarthy Leyland Pitt

Journal: :Int. J. Serious Games 2015
Panagiotis Petridis Kyriaki Hadjicosta Victor Shi Guang Ian Dunwell Tim Baines Ali Bigdeli Oscar F. Bustinza Victoria S. Uren

The use of digital games and gamification has demonstrated potential to improve many aspects of how businesses provide training to staff, and communicate with consumers. However, there is still a need for better understanding of how the adoption of games and gasification would influence the process of decision-making in organisations across different industry. This article provides a structured...

2017
Jana Jarecki Jacob Friis Sherson Juho Hamari Julia Ayumi Bopp Julian Jarecki Libby Heaney Sharon T. Steinemann Pinja Haikka Carsten Bergenholtz

Introduction This workshop discusses three distinct but related topics. The first topic is citizen science which involves volunteers all around the world generating data to address scientific problems and recently led to breakthroughs in the natural sciences. Citizen science typically involves volunteers playing online games while unknowingly solving real scientific problems. This approach can ...

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