Results 31 to 40 of about 67,213 (296)

Confirmatory Factor Analysis: User Behavior M-Commerce Gamification Service in Indonesia

open access: yesJOIV: International Journal on Informatics Visualization, 2022
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

Gamification, Technology Proficiency, and Self-efficacy in Romania Preschool and Primary School Teachers [PDF]

open access: yesAnadiss, 2022
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  

Lost in translation: A study of (mis)conceptions, (mis)communication and concerns when implementing gamification in corporate (re)training [PDF]

open access: yes, 2021
This exploratory study concerns companies in the manufacturing industry that consider implementing gamification in their online training to satisfy the accelerating demand for workforce upskilling.
Adam Palmquist   +2 more
core   +1 more source

Understanding gamification experiences with the benefits dependency network lens

open access: yesComputers and Education Open, 2023
While many gamification studies have shown measurable positive benefits for learner emotions and outcomes, mixed results continue to be reported. In this study, we focus on understanding a less than fully successful gamification experience.
William K. McHenry, Erin E. Makarius
doaj   +1 more source

Gamification in politics [PDF]

open access: yes, 2022
Although gamification is a popular term, the concept has rarely been applied to political studies. Therefore, this chapter provides an overview of the key features of gamification and offers an adapted definition of gamification suited to the study of electoral politics.
openaire   +1 more source

Gamification implementation for educational purposes: a scoping review (2013-2018)

open access: yesEducational Technology Quarterly, 2023
This review paper examines a worldwide phenomenon, gamification, in the educational context. After the high popularity of video games, the integration of gamification in the learning context has become one of the practices that have a considerable ...
Elif Polat
doaj   +1 more source

Using Gameplay Patterns to Gamify Learning Experiences [PDF]

open access: yes, 2014
Gamification refers to the use of gaming elements to enhance user experience and engagement in non-gaming systems. In this paper we report the design and implementation of two higher education courses in which ludic elements were used to enhance the ...
López, Ximena, Fabricatore, Carlo
core   +3 more sources

A Survey on Gamification for Health Rehabilitation Care: Applications, Opportunities, and Open Challenges

open access: yesInformation, 2021
Research trends in gamification have shown a significant diversity in various areas of e-health, particularly in addressing the issues of rehabilitation and physical activity.
Nooralisa Mohd Tuah   +3 more
doaj   +1 more source

Gamification in marketing: reality or fiction?

open access: yes, 2019
Gamification, to use game elements in non-game context, in marketing has become one of the more successful strategy of business- consumer interaction in the e-commerce context.
Tobón, S   +2 more
core   +6 more sources

Posture clip: Sit properly or I won’t let you work

open access: yesWearable Technologies
Poor posture is a significant concern due to its detrimental effects on health and productivity. This article presents a collar-clipped device called PostureClip, designed to restrict users from sitting and working at a bent angle, by blacking out the ...
Arka Majhi, Aparajita Mondal
doaj   +1 more source

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