23 papers · ranked by Valyu relevance
Jenny Díaz-Ramírez
Gamification, recently considered as a science, takes advantage of the benefits of games to induce desirable behaviors in a given “normal” activity. When applied in education, it is an approach to motivate and engage students in their learning process by incorporating game design principles. This paper presents the…
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…
Matilde Milanesi, Simone Guercini, Andrea Runfola
This paper aims to investigate the features of gamification as a digital marketing tool to deliver a digital luxury experience. The paper employs the qualitative methodology of case study and presents a case of a multi-brand luxury company adopting gamification through the development of a game app. Four features of…
Gunther Eysenbach, Kibong Song, Teresa de la Hera Conde-Pumpido, Naseem Ahmadpour + 3 more
'Naseem Ahmadpour' 'Maziah Rosly' 'Sungjin Park' 'Sangkyun Kim'] Background Gamification is one of the techniques that applies game elements, such as game mechanics and dynamics, to a nongame context (eg, management, education, marketing, and health care). A variety of methodologies have been published for developing…
Sílvia Lopes, Armanda Pereira, Paula Magalhães, André Oliveira + 1 more
Objective Gamification broadly refers to the use of game design elements in non-game contexts with the goal of promoting users’ engagement. Gamification strategies appear as an advantageous tool to increase the motivation and involvement of users. The purpose of this systematic review is to identify studies using…
An Duong Thi Binh, Thu-Hang Hoang, Huy Truong Quang
In the modern educational landscape, the integration of gamification into hybrid learning environments has emerged as a promising approach to enhance student outcomes. However, there remains a lack of comprehensive frameworks for designing gamified hybrid courses and validating their impact on student outcomes. This…
Habeeb Ur Rahiman, Rashmi Kodikal, Sucharitha Suresh
Background: Research suggests that gamification can increase work engagement by providing employees with a sense of autonomy, competence, and relatedness, and by creating a fun and engaging work environment. Gamification is designed to increase consumer and employee engagement and see that they holistically collaborate…
Manuel Schmidt-Kraepelin, Sebastian Lins, Scott Thiebes, Ali Sunyaev
– Organizations highly depend on enterprise systems (ES), which are unlikely to develop their full potential if end-users neglect system usage. Accordingly, organizations attempt to overcome barriers to end-user acceptance in the ES context, which can be attributed to several factors on ES, organizational, and end-user…
João Cravinho, Ricardo Lucas, Miguel Brito, Daniel P. Albuquerque + 2 more
'Uways Mithoowani' 'Nuno M. Mateus'] Gamification consists of applying typical elements of game-playing environments to other areas of activity. In various fields such as medicine, education, or business, gamification has been explored as an efficient vehicle to foster real-life predetermined targets or improve a…
Reza Hadi Mogavi, Bingcan Guo, Yuanhao Zhang, Ehsan-Ul Haq + 2 more
'Xiaojuan Ma'] More and more learning apps like Duolingo are using some form of gamification (e.g., badges, points, and leaderboards) to enhance user learning. However, they are not always successful. Gamification misuse is a phenomenon that occurs when users become too fixated on gamification and get distracted from…
Michael Meder, Brijnesh-Johannes Jain
Under the assumptions that (i) gamification consists of various types of users that experience game design elements differently; and (ii) gamification is deployed in order to achieve some goal in the broadest sense, we pose the gamification problem as that of assigning each user a game design element that maximizes…
Óscar Pedreira, Félix García, Mario Piattini, Alejandro Cortiñas + 1 more
'Ana Cerdeira-Pena'] Abstract: Gamification has been applied in software engineering to improve quality and results by increasing people's motivation and engagement. A systematic mapping has identified research gaps in the field, one of them being the difficulty of creating an integrated gamified environment comprising…
Janette Vazquez, Samir Abdelrahman, Chris Wasden, Stuart Jardine + 3 more
Measurement and prediction of engagement in video games are very important because these are indicators to guide the development of game applications. Existing methods to predict game engagement are mostly based on subjective evaluations. This paper presents results correlating subjective and biometric data to show the…
Nicholas Dacre, Panos Constantinides, Joe Nandhakumar
Organisations are currently lacking in developing and implementing business systems in meaningful ways to motivate and engage their staff. This is particularly salient as the average employee spends eleven cumulative years of their life at work, however less than one third of the workforce are actually engaged in their…
Jitendra Maan
Being an emerging business practice, gamification is going to the mainstream to enable and transform social business initiatives across enterprises. With the consistent focus on customer behavior and experience, there is a paradigm shift in thinking about how Gamification and Social initiatives together help to…
Matvey Bulat, Alexandra Karpman, Alina Samokhina, Alexander Panov
In this paper, we present the results of a study to determine the effect of the P300-based brain-computer interface (BCI) virtual reality game on the cognitive functions of healthy human subjects. This study is a part of on-going research related to evaluation of the the long-term effect of P300 training in Virtual…
Maria Mystakidou, Ronald van den Berg
Gamification refers to the introduction of gaming elements such as scores and leaderboards in non-gaming contexts. While there is growing evidence that gamification has positive effects on intrinsic motivation and engagement, it is largely unknown whether these effects translate to improved cognitive performance. Here…
Authors not listed
Digital learning and gamification make studying chemistry more exciting and engaging. Interactive digital tools allow students to understand fundamental concepts of chemistry more easily. However, application of this knowledge is hampered by the lack of user-friendly chemistry simulators, in which students could apply…
Wei Zhang, Jonathan A Fine, Christopher Sculley, Jordon McGraw + 1 more
The representation of complex biomolecular structures and interactions is a difficult challenge across life sciences. Researchers and students use unintuitive 2D representations to gain an intuitive understanding of 3D space and molecular interactions. Since this is cumbersome for complex structures, such as…
Szu Szu Ling, Fabrice Saffre, Deborah L. Gater, Lilia Halim + 1 more
Computer quiz games are introduced to improve teaching and learning in a freshman engineering chemistry course in an English-as-a-Second-Language (ESL) environment. These quiz games are developed and implemented as a supplemental and augmentative tool to enhance traditionally delivered lectures. The paper shows an…
Alejandro A. Franco, Emilie Loup-Escande, Goran Loiseaux, Jean-Noël Chotard + 5 more
We present two digital-based serious games aiming to engage students and the general public with battery sciences. The first one is a multiscale simulator in Mixed Reality of a battery-powered Electric Vehicle (EV) interacting with an Electrical Grid. One of the players drives the EV in a Virtual Reality (VR)…
Mark A. Steadman, Chungeun Kim, Jean-Hugues Lestang, Dan F. M. Goodman + 1 more
Head-related transfer functions (HRTFs) capture the direction-dependant way that sound interacts with the head and torso. In virtual audio systems, which aim to emulate these effects, non-individualized, generic HRTFs are typically used leading to an inaccurate perception of virtual sound location. Training has the…
Authors not listed
Realizing the promise of artificial intelligence (AI) to accelerate scientific progress and deliver technological impact depends on how effectively AI can be integrated into real-world decision- making processes. As Peter Norvig states, “Somewhat remarkably, almost all AI research until very recently has assumed that…