Results 11 to 20 of about 67,213 (296)
This chapter will discuss Gamification and video games, analyzing their peculiarities. After a brief historical introduction to the disciplines that intertwine the design of Gamification applications, such as User interaction, User Interface, and Game Design, authors analyze the real areas in which Gamification can be applied with verifiable results ...
Giacomo Marzi (17162929) +1 more
openaire +2 more sources
The potential for using gamification in academic libraries in order to increase student engagement and achievement [PDF]
This paper discusses the potential benefits of using gamification techniques to increase student engagement with library resources. It outlines the link between student use of library resources and academic achievement, and suggests that gamification has
Walsh, Andrew
core +4 more sources
The Wild Probes (WPs) are a set of hybrid tools for designers and researchers to facilitate multi-stakeholder co-design engagements within the forest.
Ferran Altarriba Bertran +8 more
doaj +1 more source
The Rise of Interactional Multimodality in Human-Computer Interaction
The field of human-computer interaction (HCI) investigates the intersection between the design of devices and users. From an early focus on interaction modeling based on psychological experiments, the field has since experienced a shift towards the study
Нильс Кловайт +1 more
doaj +1 more source
Towards a comprehensive methodology for applying enterprise gamification [PDF]
Gamification as a new concept uses game elements in a novel way to engage users of a non-gaming system and can be used in many domains within an enterprise, to implement the organizational processes with lower costs, higher quality or in a more efficient
Fathian, Mohammad +4 more
doaj +1 more source
Gamification for climate change engagement: review of corpus and future agenda
Both bottom-up and top-down initiatives are essential for addressing climate change effectively. These include initiatives aiming to achieve widespread behavioral change towards reduction of greenhouse gas emissions as well as pursuing education ...
Daniel Fernández Galeote +5 more
doaj +1 more source
Gamification is a potential approach to foster motivation and engagement in different contexts which popularity in recent years has encouraged its application in a diversity of domains, including health, education, business, society, or tourism. However,
Manuel Trinidad +2 more
doaj +1 more source
As a result of the Fourth Industrial Revolution and the World Pandemic, the work processes have undergone major changes. This article analyses the gamification of training for adults, stressing the value it can have for transformative learning.
Brigitta Pia Alioto, Donatella Persico
openaire +1 more source
Gamification elements in event marketing
We consider the specifics of using gamification elements in event marketing from the standpoint of involving and retaining participants in special event. Gamification is defined as the use of game mechanics in non-game situations. Gamification techniques
V. A. Romashkin
doaj +1 more source
Gamification has been applied in different fields over the last years, impacting the development of technologies, services, and products towards a more game-like world.
Ana Cláudia Guimarães Santos +5 more
doaj +1 more source

