Results 11 to 20 of about 112,203 (231)
The aim of the research is to examine the views of human resources officials on the use of gamification and its effects on behavioral psychology. In the research, gamification and the interaction of gamification on behavioral psychology are discussed in ...
Pelin Vardarlıer, Burçin Kopuz
doaj +1 more source
Trends and Applications of Gamification in E-Commerce: A Systematic Literature Review
Background: Gamification is a trend that has emerged with the growth of e-commerce. Given the wide range of human characteristics, determining which gamification elements perform well and what impact those gamification elements have can be challenging.
Muhamad Adhytia Wana Putra Rahmadhan +3 more
doaj +1 more source
Diabetes is a chronic disease requiring a strict management. MyDiabetes is a mobile application for type I diabetes management that, as other mHealth applications, faces the challenge of user adherence and motivation. Here the authors describe the application's redesign and the implementation of different gamification techniques to tackle these ...
Diogo Machado +2 more
+5 more sources
The digital era facilitates vocational-based school learning by using innovative and digital methods. Learning media using gamification tends to be better and more relevant for students because it follows their age.
Nur Rohmah
doaj +1 more source
Gamification of sports media coverage: an infotainment approach to Olympics and Football World Cups [PDF]
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
Confirmatory Factor Analysis: User Behavior M-Commerce Gamification Service in Indonesia
Gamification of marketing is a fast-growing phenomenon and an innovation for mobile marketing. Gamification is a strategy for increasing the attractiveness of mobile consumers to encourage increased shopping behavior, loyalty, engagement, and product ...
Ani Rakhmanita +3 more
doaj +1 more source
A Social-Centred Gamification Approach to Improve Household Water Use Efficiency [PDF]
The research community is showing a growing interest in gamification and there are works showing the usefulness of gamification in different problem domains.
Capiluppi, A, Wang, Z
core +1 more source
Gamification Patterns for Gamification Applications
AbstractRecently, gamification has gained popularity in the development of enterprise information systems. Gamification is usually implemented using game elements combined with game mechanics that encourage competition between game players trying to reach some objectives or quantifiable outcome.
Ašeriškis, Darius +1 more
openaire +1 more source
A study of gamification effectiveness [PDF]
Studies have shown that gamification increases motivation and user experience when it comes to a certain behavior or completing a process. Gamification is often deeply associated with naïve animations and stylized text.
Cvetkovic, Petar +2 more
core +1 more source
BackgroundAlthough gamification continues to be a popular approach to increase engagement, motivation, and adherence to behavioral interventions, empirical studies have rarely focused on this topic.
Floryan, Mark +3 more
doaj +1 more source

