نتایج جستجو برای: gamification

تعداد نتایج: 2813  

2013
Brian Cugelman

This editorial provides a behavioral science view on gamification and health behavior change, describes its principles and mechanisms, and reviews some of the evidence for its efficacy. Furthermore, this editorial explores the relation between gamification and behavior change frameworks used in the health sciences and shows how gamification principles are closely related to principles that have...

2015
An Bui Daniel Veit Jane Webster

Adding game elements to products and services has become a popular approach for enhancing users’ experiences. Accordingly, gamification is widely considered an important method for intrinsically motivating users toward a preferred behavior. But what exactly about gamification is actually novel? In a broad literature review, we compare and contrast gamification to similar concepts such as hedoni...

2014
Alimohammad Shahri Mahmood Hosseini Keith Phalp Jacqui Taylor Raian Ali

Gamification is an emerging technique which utilises the “fun theory” mainly to motivate people to change their perception and attitude towards certain subjects. Within enterprises, gamification is used to motivate employees to do their tasks more efficiently and perhaps more enjoyably and sometimes to increase their feeling of being members of the enterprise as a community. While the literatur...

Journal: :ICST Trans. e-Education e-Learning 2017
Leonardo Caporarello Massimo Magni Ferdinando Pennarola

One of the most interesting and disruptive trends in the current elearning scenario is gamification, that is, the use of game design elements in non-game contexts. After providing a brief overview of the main contemporary gamification applications in organizations, this paper especially focuses on gamification in the educational field. It dis-cusses the existing studies on the effectiveness of ...

Journal: :IBM Journal of Research and Development 2015
David Codish Gilad Ravid

4 Games are not a new concept in learning. Game-based 5 learning, simulations, and serious games are known pedagogical 6 methods used to build on the inherent playfulness of learners. 7 Technological advances and the popularity of learning 8 management systems are making it easier to implement 9 gamification, analyze the resulting engagement and playfulness, 10 and modify the implementation if ...

2014
Sangkyun Kim

Gamification means the use of various elements of game design in nongame contexts including workplace collaboration, marketing, education, military, and medical services. Gamification is effective for both improving workplace productivity and motivating employees. However, introduction of gamification is not easy because the planning and implementation processes of gamification are very complic...

2015

Gamification is a growing field in education, e.g. for e-learning software on mobile devices. Gamification uses game elements in a non-game context to engage users. But it is necessary to know how this can influence learners. In a study the impact on motivation by gamification for language learning in conjunction with mobile learning was investigated. For this purpose a mobile app to learn the ...

2015
Nurtihah Mohamed Noor Fakhrul Hazman Yusoff Rahmah Lob Yussof Marina Ismail

The use of augmented reality (AR) and gamification in various fields is currently gaining popularity for its capability in engaging users. Gamification is a term that defines the use of game-based elements, such as game mechanics, aesthetics, dynamics, and game thinking in the non-game context environment. Meanwhile, AR is a technology that has an ability to overlap computer graphics onto the r...

Journal: :EAI Endorsed Trans. Serious Games 2018
Nooralisa Mohd Tuah G. B. Willis Ashok Ranchhod

This paper proposes a framework for the application of anthropomorphic interfaces in gamification for transitional healthcare. The framework bridges the theories around anthropomorphic research, gamification research, transitional health research, with the views of 15 field experts and a survey of 33 users. Patients in transitional healthcare process requires additional tools to assist them in ...

2017
Lei Wang Kunter Gunasti Ram Gopal Ramesh Shankar Joseph Pancras

Companies are encouraging and incentivizing contributors of online word-of-mouth (WOM) through gamification elements such as badges, mayorships, points, and such. We study how gamification elements, which capture and signal contributors’ accumulated expertise, affect consumers’ perception of contributors’ knowledge, and therefore the perceived effectiveness of their contributed WOM. We focus on...

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