Gamification, the application of game elements to nongame contexts, was recently a subject of great interest in the library literature, inspiring a number of articles. That interest tapered off in tandem with gamification’s wider decline, but signs point to its reemergence. Anticipating renewed interest in gamification, the authors reviewed the literature to determine what has—and has not—been examined by librarianship’s proponents of gamification. They found serious concerns regarding gamification’s practical and ethical limitations. Moreover, the authors believe that the purported benefits of gamification are more readily found in its progenitor—games
The concept of game principles for motivation and engagement outside the game arena has become a hot...
Gamification has been identified as a major upcoming trend and is a concept that has been receiving ...
Trying to take advantage of the growing passion for games, Gamification is a trending phenomenon tha...
Gamification, the application of game elements to nongame contexts, was recently a subject of great ...
Gamification: A Practical Guide for Librarians discusses ways to incorporate gamification and game e...
Game design has shifted from the development of games for entertainment to the creation of games wit...
Gamification is now a well-established technique in Human-Computer Interaction. However, research on...
There are always two sides to every story. This statement i...
Gamification is crucial in this digital era since the world is becoming a global village. As a resul...
Gamification is a new and burgeoning field, with which Information Retrieval appears to have a parti...
Gamification marks a major change to everyday life. It describes the permeation of economic, politic...
In recent years, gamification – the use of game design elements in non-game contexts – has seen rapi...
Gamification is a complex and controversial concept. It has been both embraced as a marketing and ed...
International audienceThe applications of gamification and the contexts in which game elements can b...
Games have become a popular media. As a consequence, they have been studied extensively to see what ...
The concept of game principles for motivation and engagement outside the game arena has become a hot...
Gamification has been identified as a major upcoming trend and is a concept that has been receiving ...
Trying to take advantage of the growing passion for games, Gamification is a trending phenomenon tha...
Gamification, the application of game elements to nongame contexts, was recently a subject of great ...
Gamification: A Practical Guide for Librarians discusses ways to incorporate gamification and game e...
Game design has shifted from the development of games for entertainment to the creation of games wit...
Gamification is now a well-established technique in Human-Computer Interaction. However, research on...
There are always two sides to every story. This statement i...
Gamification is crucial in this digital era since the world is becoming a global village. As a resul...
Gamification is a new and burgeoning field, with which Information Retrieval appears to have a parti...
Gamification marks a major change to everyday life. It describes the permeation of economic, politic...
In recent years, gamification – the use of game design elements in non-game contexts – has seen rapi...
Gamification is a complex and controversial concept. It has been both embraced as a marketing and ed...
International audienceThe applications of gamification and the contexts in which game elements can b...
Games have become a popular media. As a consequence, they have been studied extensively to see what ...
The concept of game principles for motivation and engagement outside the game arena has become a hot...
Gamification has been identified as a major upcoming trend and is a concept that has been receiving ...
Trying to take advantage of the growing passion for games, Gamification is a trending phenomenon tha...