The possibilities of applying game elements for positive behavior change in non-game contexts (i.e. gamification) seem limitless, ranging from politics to treatment of mental illness. However, the number of applied gamification studies is still limited. Our research (part of CRISP G-Motiv) aimed to contribute to the knowledge about designing and applying game elements for teamwork.First, we defined four basic design components that constitute a ‘gameful’ experience (i.e. feeling as if playing a game): goals, rules, objects, and freedom. Next, we explored the application of game elements in two lab- and two field experiments. In the lab, we developed a multiplayer computer game to examine the effect of different rules on interdependent behav...
Gamification typically refers to the use of game elements in a business context in order to change u...
Gamification is the concept of using game design elements as a means of attracting users to a produc...
This proceeding was published in International Scientific Conference on eLearning and Software for E...
The possibilities of applying game elements for positive behavior change in non-game contexts (i.e. ...
In this article, we aim to provide insights into the design and implementation of game elements for ...
Gamification relates to the application of game elements in a non-game context. Recently, the concep...
The interest in gamification, i.e. the application of game design elements in non-gaming contexts, h...
Existing scholarship of gamification has covered the effectiveness of different types of game design...
This thesis tries to provide a comparative study and complimentary data analysis into the effectiven...
To inspire users in an application, different types of triggers can exist and can come in many diffe...
Purpose – to analyze gamification, as the method for promoting creativity in individual and collecti...
Serious gaming is used as a means for improving organizational teamwork, yet little is known about t...
During the last years, gamification has been a burning issue and a subject of scientific discussions...
This article describes a user-centered design experiment investigating positive and negative effects...
Nowadays organisations have to relate and adapt to a more digital reality, however, approximately 70...
Gamification typically refers to the use of game elements in a business context in order to change u...
Gamification is the concept of using game design elements as a means of attracting users to a produc...
This proceeding was published in International Scientific Conference on eLearning and Software for E...
The possibilities of applying game elements for positive behavior change in non-game contexts (i.e. ...
In this article, we aim to provide insights into the design and implementation of game elements for ...
Gamification relates to the application of game elements in a non-game context. Recently, the concep...
The interest in gamification, i.e. the application of game design elements in non-gaming contexts, h...
Existing scholarship of gamification has covered the effectiveness of different types of game design...
This thesis tries to provide a comparative study and complimentary data analysis into the effectiven...
To inspire users in an application, different types of triggers can exist and can come in many diffe...
Purpose – to analyze gamification, as the method for promoting creativity in individual and collecti...
Serious gaming is used as a means for improving organizational teamwork, yet little is known about t...
During the last years, gamification has been a burning issue and a subject of scientific discussions...
This article describes a user-centered design experiment investigating positive and negative effects...
Nowadays organisations have to relate and adapt to a more digital reality, however, approximately 70...
Gamification typically refers to the use of game elements in a business context in order to change u...
Gamification is the concept of using game design elements as a means of attracting users to a produc...
This proceeding was published in International Scientific Conference on eLearning and Software for E...