نتایج جستجو برای: gamification

تعداد نتایج: 2813  

Background and Aim: Gamification refers to the use of game elements in non-game contexts to motivate engagement. This definition is the most comprehensive one presented so far. The term was proposed first in 2002 but it has been prolonged 8 years to attract individuals’’ attention. Gamification has been applied in various contexts according to its capabilities. The current study aims to investi...

2017
Benedikt Morschheuser Juho Hamari Karl Werder Julian Abe

During recent years, gamification has become a popular method of enriching information technologies. Several business analysts have made promising predictions about penetration of gamification, however, it has also been estimated that most gamification efforts will fail due to poor understanding of how gamification should be designed and implemented. Therefore, in this paper we seek to advance ...

2015
G. Zichermann C. Cunningham

The objective of the article was to identify the impacts of gamification on customers' behaviour. The most important applications of games in marketing and mechanisms of gamification are presented in the article. A detailed analysis of the influence of gamification on customers using two brands, Foursquare and Nike, was also presented. Research studies using auditory survey methods were carried...

2011
Gabe Zichermann Christopher Cunningham

gamification by design implementing game mechanics in web gamification by design: implementing game mechanics in web gamification by design implementing game mechanics in web gamification in ca technologies cedma-europe free download gamification by design: implementing game proposing a theory of gamification effectiveness getting gamification right university of maryland leading retailers use ...

2014
Cameron Lister Joshua H West Ben Cannon Tyler Sax David Brodegard

BACKGROUND Gamification has been a predominant focus of the health app industry in recent years. However, to our knowledge, there has yet to be a review of gamification elements in relation to health behavior constructs, or insight into the true proliferation of gamification in health apps. OBJECTIVE The objective of this study was to identify the extent to which gamification is used in healt...

An educational gamification is a new approach that has developed hopes to increase the effectiveness of learning. Computer game users are actually players that are categorized according to their personalities and have different learning styles. To achieve maximum performance in designing gamified learning, one can determine the relationship between player types and their learning styles, and th...

2014
Roger Conaway Mario Cortés Garay

Our paper addresses the development of the gamification concept with business applications. We report on our survey of customers and managers seeking to participate in gamification on their websites. We examined both customer and manager perspectives and compare survey results in terms of service marketing and characteristics of consumers who engage with gamification platforms. Our data support...

The present study was conducted to identify the challenges of applying gamification in OTD. The present study is an applied study with a qualitative approach. At first, the documents related to the gamification were collected. Initially, 325 scientific documents were identified using the keyword of gamification (2011-2019) 37 of which were selected as the study sample. Then, in order to underst...

The present study was conducted to identify the challenges of applying gamification in OTD. The present study is an applied study with a qualitative approach. At first, the documents related to the gamification were collected. Initially, 325 scientific documents were identified using the keyword of gamification (2011-2019) 37 of which were selected as the study sample. Then, in order to underst...

2017
Michael Meder Till Plumbaum Sahin Albayrak

Gamification gradually gains more attention. However, gamification and its successful application is still unclear. There is a lack of insights and theory on the relationships between game design elements, motivation, domain context and user behavior. We want to discover the potentials of data-driven optimization of gamification design, e.g. by the application of machine learning techniques on ...

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