Tag #gamification
62 papers:
- EDM-2019-TodaOSBIC #case study
- Planning Gamification Strategies based on User Characteristics and DM: A Gender-based Case Study (AMT, WO, LS0, IIB, SI, AIC).
- CHI-PLAY-2019-HallifaxSMLL
- Factors to Consider for Tailored Gamification (SH, AS, JCM, GL, ÉL), pp. 559–572.
- CoG-2019-HicksGRPBD #comprehension
- Understanding the Effects of Gamification and Juiciness on Players (KH, KG, GR, TP, OB, PD), pp. 1–8.
- CoG-2019-NaikJ #agile #development #game studies #learning
- Relax, It's a Game: Utilising Gamification in Learning Agile Scrum Software Development (NN, PJ), pp. 1–4.
- FDG-2019-KicikogluBCP #approach #named
- Wormingo: a 'true gamification' approach to anaphoric annotation (DK, RB, JC, MP), p. 7.
- VS-Games-2019-AlavesaLI #aspect-oriented
- Context Defined Aspects of Gamification for Factory Floor (PA, IL, MI), pp. 1–2.
- VS-Games-2019-Palmquist #implementation
- A product to gamify other products; implementing gamification in existing software (AP), pp. 1–8.
- VS-Games-2018-SchulzSGK #education
- Branded Gamification in Technical Education (ASS, FS, RG, OK), pp. 1–8.
- CSEET-2017-SouzaCVF #education #empirical #re-engineering
- Gamification in Software Engineering Education: An Empirical Study (MRdAS, KFC, LFV, EMLF), pp. 276–284.
- CHI-PLAY-2017-KappenMN #physics #process
- Gamification through the Application of Motivational Affordances for Physical Activity Technology (DLK, PMB, LEN), pp. 5–18.
- VS-Games-2017-CobelloBMZ #aspect-oriented #community #education #experience #learning #social
- The value of establishing a community of teachers for the gamification of prosocial learning: Pegadogical, social and developmental aspects of a teachers' community space experience (SC, PPB, EM, NZ), pp. 189–192.
- VS-Games-2017-SpyridonisZP #design #framework
- The gamification of accessibility design: A proposed framework (FS, DDZ, ITP), pp. 233–236.
- CHI-PLAY-2016-TondelloWDBMN
- The Gamification User Types Hexad Scale (GFT, RRW, LD, MB, AM, LEN), pp. 229–243.
- CHI-PLAY-2015-BartelFH #design #education #towards
- Towards a Competency-based Education with Gamification Design Elements (AB, PF, GH), pp. 457–462.
- CHI-PLAY-2015-FordeMO #case study #design
- Informational vs. Controlling Gamification: A Study Design (SFF, EDM, KO), pp. 517–522.
- CHI-PLAY-2015-HarmsSWKG #experience #low cost #online #user interface
- Low-Cost Gamification of Online Surveys: Improving the User Experience through Achievement Badges (JH, DS, CW, KK, TG), pp. 109–113.
- CHI-PLAY-2015-JoiJKPLC #communication #named #smarttech
- WearLove: Affective Communication via Wearable Device with Gamification (YRJ, BTJ, JHK, KHP, TL, JDC), pp. 559–564.
- CHI-PLAY-2015-Kappen #adaptation
- Adaptive Engagement of Older Adults' Fitness through Gamification (DLK), pp. 403–406.
- CHI-PLAY-2015-MoserPKT #framework #motivation #platform
- The Potentials of Gamification to Motivate Older Adults to Participate in a P2P Support Exchange Platform (CM, MP, TK, MT), pp. 655–660.
- CHI-PLAY-2015-PontiHS #question
- Science and Gamification: The Odd Couple? (MP, TH, IS), pp. 679–684.
- VS-Games-2015-MoraRGA #design #framework #overview
- A Literature Review of Gamification Design Frameworks (AM, DR, CSG, JAM), pp. 1–8.
- VS-Games-2015-ShreenathKRM #maintenance #requirements
- A Feasibility Study for Gamification in Transport Maintenance: Requirements to Implement Gamification in Heterogeneous Organizations (VMS, MK, JR, SM), pp. 1–7.
- VS-Games-2015-WangC #approach #performance
- A Social-Centred Gamification Approach to Improve Household Water Use Efficiency (ZW, AC), pp. 1–4.
- VS-Games-2015-YohannisP #algorithm #learning #sorting #visualisation
- Sort Attack: Visualization and Gamification of Sorting Algorithm Learning (AY, YP), pp. 1–8.
- CHI-2015-DergousoffM #crowdsourcing #mobile
- Mobile Gamification for Crowdsourcing Data Collection: Leveraging the Freemium Model (KKD, RLM), pp. 1065–1074.
- HCI-DE-2015-KornB0 #recognition
- The Effect of Gamification on Emotions — The Potential of Facial Recognition in Work Environments (OK, SB, AS), pp. 489–499.
- HCI-IT-2015-GohR #effectiveness #question
- Is Gamification Effective in Motivating Exercise? (DHLG, KR), pp. 608–617.
- HCI-IT-2015-YamamotoYS #game studies
- Gamification Effect of Collection System for Digital Photographs with Geographic Information which Utilizes Land Acquisition Game (RY, TY, NS), pp. 649–659.
- HIMI-IKC-2015-OliveiraCBA #artificial reality #interface #motivation #using
- A Head-up Display with Augmented Reality and Gamification for an E-Maintenance System: Using Interfaces and Gamification to Motivate Workers in Procedural Tasks (AO, NC, LCB, RBdA), pp. 499–510.
- LCT-2015-KlockCCRAG #adaptation #concept #student
- Gamification in e-Learning Systems: A Conceptual Model to Engage Students and Its Application in an Adaptive e-Learning System (ACTK, LFDC, MFdC, BER, AJA, IG), pp. 595–607.
- ESEC-FSE-2015-PrauseJ
- Gamification for enforcing coding conventions (CRP, MJ), pp. 649–660.
- SAC-2015-PedroLPVI #case study #learning #women
- Does gamification work for boys and girls?: An exploratory study with a virtual learning environment (LZP, AMZL, BGP, JV, SI), pp. 214–219.
- CSEET-2014-AkpolatS #programming #re-engineering #student #using
- Enhancing software engineering student team engagement in a high-intensity extreme programming course using gamification (BSA, WS), pp. 149–153.
- CHI-PLAY-2014-DiTommasoT #behaviour #design #game studies
- Beyond gamification: designing behavior change games (DD, CT), p. 475.
- CHI-PLAY-2014-RichardsTG #design #motivation
- Beyond designing for motivation: the importance of context in gamification (CR, CWT, TCNG), pp. 217–226.
- VS-Games-2014-SammutSA #case study #project management
- Gamification of Project Management within a Corporate Environment: An Exploratory Study (RS, DS, NA), pp. 1–2.
- DUXU-DI-2014-PereiraDRN #overview
- A Review of Gamification for Health-Related Contexts (PP, ED, FR, PN), pp. 742–753.
- DUXU-DP-2014-LinkLB #challenge #metric #smarttech
- Not So Fun? The Challenges of Applying Gamification to Smartphone Measurement (MWL, JL, KB), pp. 319–327.
- HCI-AS-2014-ZiesemerMS #exclamation #recommendation
- Just Rate It! Gamification as Part of Recommendation (AdCAZ, LM, MSS), pp. 786–796.
- SCSM-2014-AlvesMA #guidelines #mobile #network #social
- Guidelines for the Gamification in Mobile Social Networks (FPA, CM, JCA), pp. 559–570.
- SCSM-2014-MeloHSBGB #developer #version control
- Version Control System Gamification: A Proposal to Encourage the Engagement of Developers to Collaborate in Software Projects (AAdM, MH, GS, CDMB, IG, FB), pp. 550–558.
- SCSM-2014-OtakeSOSUS #motivation #using
- A Proposal of a Support System for Motivation Improvement Using Gamification (KO, RS, MO, YS, TU, AS), pp. 571–580.
- SAC-2014-BorgesDRI #education
- A systematic mapping on gamification applied to education (SdSB, VHSD, HMR, SI), pp. 216–222.
- DiGRA-2013-Raczkowski #game studies
- It's all fun and games... A history of ideas concerning gamification (FR).
- FDG-2013-Rapp #game studies
- Beyond gamification: Enhancing user engagement through meaningful game elements (AR), pp. 485–487.
- VS-Games-2013-BarataGJ0 #student
- Engaging Engeneering Students with Gamification (GB, SG, JAJ, DG0), pp. 1–8.
- DUXU-CXC-2013-CarignanK #case study #identification
- Case Study: Identifying Gamification Opportunities in Sales Applications (JC, SLK), pp. 501–507.
- DUXU-CXC-2013-Kumar #design
- Gamification at Work: Designing Engaging Business Software (JK), pp. 528–537.
- DUXU-CXC-2013-KuramotoIYT #exclamation #people
- Stand Up, Heroes! : Gamification for Standing People on Crowded Public Transportation (IK, TI, KY, YT), pp. 538–547.
- DUXU-CXC-2013-MakanawalaGGL #performance
- Applying Gamification in Customer Service Application to Improve Agents’ Efficiency and Satisfaction (PM, JG, EG, HL), pp. 548–557.
- DUXU-CXC-2013-Marache-FranciscoB #design #persuasion #visual notation
- Perception of Gamification: Between Graphical Design and Persuasive Design (CMF, EB), pp. 558–567.
- DUXU-CXC-2013-Rughinis #collaboration #overview
- Work and Gameplay in the Transparent “Magic Circle” of Gamification — Insights from a Gameful Collaborative Review Exercise (RR), pp. 577–586.
- DUXU-CXC-2013-Stevens #behaviour #how #social
- How Gamification and Behavior Science Can Drive Social Change One Employee at a Time (SHS), pp. 597–601.
- DUXU-CXC-2013-ThianthaiZ #enterprise
- Bridging the Gap between Consumer and Enterprise Applications through Gamification (TT, BZ), pp. 602–607.
- DUXU-CXC-2013-Webb #named
- Gamification: When It Works, When It Doesn’t (ENW), pp. 608–614.
- HCI-AS-2013-Rampoldi-HniloS #collaboration #smarttech #social
- The Business Love Triangle- Smartphones, Gamification, and Social Collaboration (LRH, MS), pp. 309–315.
- HCI-AS-2013-Rauch #enterprise #using
- Best Practices for Using Enterprise Gamification to Engage Employees and Customers (MR), pp. 276–283.
- HCI-AS-2013-WebbC
- Building Internal Enthusiasm for Gamification in Your Organization (ENW, AC), pp. 316–322.
- HIMI-LCCB-2013-NahTRV #education #game studies #using
- Gamification of Education Using Computer Games (FFHN, VRT, SR, PRV), pp. 99–107.
- ESEC-FSE-2013-DuboisT #comprehension #development
- Understanding gamification mechanisms for software development (DJD, GT), pp. 659–662.
- WICSA-ECSA-2012-HerzigAS #enterprise #framework #platform
- A Generic Platform for Enterprise Gamification (PH, MA, AS), pp. 219–223.
- CSCW-2012-Thom-SantelliMD #enterprise
- Removing gamification from an enterprise SNS (JTS, DRM, JMD), pp. 1067–1070.