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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
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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
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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
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The Gamification of SPICE [PDF]
Process Improvement has been used for decades as a means to become better and more efficient. Whilst many organizations have used considerable resources for process improvement, investments in process improvement have not always led to changes and improvements expected. One most important aspects of management is to motivate the work force.
Alec Dorling, Fergal McCaffery
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Gamification of Sustainable Consumption: a systematic literature review [PDF]
As awareness about the need to shift current individual consumption practices towards more sustainable ones grows, broader sets of methods are being sought to encourage sustainable lifestyles, gamification being one of the most notorious due to its ...
Guillen, Georgina +6 more
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Perceptions of MBBS Phase II Students on Gamification
Introduction: Traditional didactic lectures make classes monotonous and lead to reduced student engagement and interaction. Gamification can be used to break the monotony. Use of game elements in a non-gaming context is gamification.
Archana Bhat, Smitha Bhat, J Manjunath
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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
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Gamification in Nutrition Apps – Users’ Gamification Element Preferences: A Best-Worst-Scaling Approach [PDF]
An unhealthy diet has become a leading risk factor for many diseases. The use of gamification elements (GEs) in nutrition apps offers a promising approach to change the eating habit.
Michelle Berger +5 more
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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
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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
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