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Fictional Game Elements: Critical Perspectives on Gamification Design [PDF]

open access: yesProceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, 2016
Gamification has been widely accepted in the HCI community in the last few years. However, the current debate is focused on its short-term consequences, such as effectiveness and usefulness, while its side-effects, long-term criticalities and systemic ...
Cena, Federica   +4 more
core   +6 more sources

Gender and Age Differences in Preferences on Game Elements and Platforms [PDF]

open access: yesSensors, 2022
This paper analyzes different player type models and game elements in the literature, particularly focusing on the case of online games. Research based on an exploratory study is presented; it aims to explore the different types of interaction with ...
Carina S. González-González   +3 more
doaj   +2 more sources

Eleven game elements for female nonadaptive gamification courses. [PDF]

open access: yesHeliyon, 2023
Based on the HEXAD framework, this study examines the size of female gamification user types and explores universal game elements for developing nonadaptive courses. A HEXAD scale questionnaire completed from 309 female university students. Data analysis was completed using frequency measures and the one-way ANOVA test.
Alsofyani MM.
europepmc   +4 more sources

Attentional Bias Modification With Serious Game Elements: Evaluating the Shots Game.

open access: yesJMIR Serious Games, 2016
Young adults often experiment with heavy use of alcohol, which poses severe health risks and increases the chance of developing addiction problems. In clinical patients, cognitive retraining of automatic appetitive processes, such as selective attention toward alcohol (known as "cognitive bias modification of attention," or CBM-A), has been shown to be
Boendermaker WJ   +3 more
europepmc   +5 more sources

Application of the Educational Escape Room in an Interdisciplinary Lesson on Art & Mathematics

open access: yesПедагогически форум, 2023
The application of an interdisciplinary approach in the educational process has the potential to place students in an environment where learning becomes an exciting experience, helping them discover and overcome difficulties together, promoting learning,
Irina Mishkova-Yotova, Zoya Borisova
doaj   +1 more source

Blazing fire or breezy wind? A story-driven playful experience for annotating dance movement

open access: yesFrontiers in Computer Science, 2022
The annotation of animated motion-captured segments is a challenging, interdisciplinary task, especially when it comes to characterizing movement qualitatively.
Lori Kougioumtzian   +5 more
doaj   +1 more source

A Serious Games and Game Elements Based Approach for Patient Telerehabilitation Contexts

open access: yesJournal on Interactive Systems, 2022
There are several factors involved in telerehabilitation therapy, such as the patient’s engagement in the activity. In this context, the therapist’s active participation is compromised and, on the other hand, the exercises performed are often repetitive ...
Carlos Henrique Rorato Souza   +4 more
doaj   +1 more source

Clustering Users to Determine the Most Suitable Gamification Elements

open access: yesSensors, 2021
The use of gamification elements has extended from being a complement for a product to being integrated into multiple public services to motivate the user.
Alejandro Blanco-M   +2 more
doaj   +1 more source

Gamification of sports media coverage: an infotainment approach to Olympics and Football World Cups [PDF]

open access: yes, 2020
Sports media coverage of mega-events is partly oriented to gamification, the use of game elements and game design techniques in non-gaming contexts. This infotainment approach to events has been developed by media outlets as an original and effective way
Rojas-Torrijos, José Luis
core   +1 more source

Gamification in nursing

open access: yesObzornik zdravstvene nege, 2020
Introduction: With new generations of students entering the educational system and calling for novel adult learning approaches, such as gamification, traditional didactics seem to be diminishing in importance.
Nino Fijačko   +5 more
doaj   +1 more source

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