نتایج جستجو برای: gamification

تعداد نتایج: 2813  

2015
Maroof Ahmed Yusuf Sherwani Osama Al-Jibury Muhammad Najim Riham Rabee Muhammad Ashraf

T echnology is increasingly being used in medical education to supplement the delivery of learning resources. Gamification is defined as ‘the use of game design elements in non-game contexts’ (1). Despite being a relatively young field, gamification is making a big impact across a variety of industries and has piqued the interest of the academic community, with education being one of the first ...

2015
Tae Wan Kim

Two main accusations made against gamification are exploitation and manipulation [3, 4, 5]. I explain under what circumstances gamification can be exploitative or manipulative. I maintain that gamification is characteristically vulnerable to an expressive form of exploitation and a non-reason-tracking form of manipulation. I suggest solutions.

2012

As a buzzword, “gamification” has started to gain momentum over the last year or so, but it is still not a mainstream applications development and business process reengineering concept. When gamification is discussed, people immediately think in game analogies — a jazzy user interface, rewards, progressive challenge levels and multi-player components. But on deeper examination, gamification is...

2011
Juho Hamari

The developments in game industry and service design have led to an increased use of so-called game mechanics to drive customer retention and engagement outside the realm of, what can traditionally be seen as, games. This act of enhancing services with game-like features has largely been coined as „gamification‟. The phenomenon has been thus far discussed atomically, without ties to existing li...

Journal: :Comput. Sci. Inf. Syst. 2016
José Carlos Paiva José Paulo Leal Ricardo Queirós

Existing gamification services have features that preclude their use by e-learning tools. Odin is a gamification service that mimics the API of state-of-theart services without these limitations. This paper presents Odin as a gamification service for learning activities, describes its role in an e-learning system architecture requiring gamification, and details its implementation. The validatio...

Journal: :Int. J. Hum.-Comput. Stud. 2015
Katie Seaborn Deborah I. Fels

Gamification has drawn the attention of academics, practitioners and business professionals in domains as diverse as education, information studies, human–computer interaction, and health. As yet, the term remains mired in diverse meanings and contradictory uses, while the concept faces division on its academic worth, underdeveloped theoretical foundations, and a dearth of standardized guidelin...

2017

Nowadays organisations have to relate and adapt to a more digital reality, however, approximately 70 % of all digital transformation projects fail. Gamification is constructed by applying game elements to non-game context, in order to create motivational affordance that signals gamefulness. Game elements can be components, mechanics, dynamics and emotion, i.e., visual elements and behind the sc...

Journal: :Int. J. Hum. Comput. Interaction 2016
Ali Darejeh Siti Salwah Salim

Gamification is the use of video-game mechanics and elements in nongame contexts to enhance user engagement and performance. The purpose of this study is to conduct a systematic review to have an in-depth investigation into the existing gamification solutions targeted at solving user engagement problems in different categories of software. We carried out this systematic review by proposing a fr...

2016
Tuomas Kari Lauri Frank Markus Makkonen Panu Moilanen

Technological development has facilitated new innovations in several fields, and the emergence of novel devices as well as software products and services is constant. Health and wellness is a field where the development of technology for various purposes has truly boosted. In the growing competition, companies are constantly seeking ways to better engage people with their offered products and s...

Journal: :Int J. Information Management 2015
Juho Hamari Jonna Koivisto

In recent years, technology has been increasingly harnessed for motivating and supporting people toward various individually and collectively beneficial behaviors. One of the most popular developments in this field has been titled gamification. Gamification refers to technologies that attempt to promote intrinsic motivations toward various activities, commonly, by employing design characteristi...

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