Results 11 to 20 of about 114,668 (269)
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
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
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
Exploring the Application of RFID for Designing Augmented Virtual Reality Experience
Recent technical advancement has driven the boundary between the physical reality and digital virtuality to diminish significantly. As part of the emerging trend, existing research leverages a synergized use of Radio Frequency IDentification (RFID) and ...
Ruowei Xiao +5 more
doaj +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
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
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
Fictional Game Elements: Critical Perspectives on Gamification Design [PDF]
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 +3 more sources
Gamification, Technology Proficiency, and Self-efficacy in Romania Preschool and Primary School Teachers [PDF]
The aim of the present study was to analyze the associations between perceived usefulness of gamification, technology proficiency, teachers’ self-efficacy and gamification usage and to investigate the possible predictive role of perceived usefulness of ...
CRAMARIUC, Gabriel +2 more
doaj
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

