As gamification literature has matured, the gap between how different domains apply the theory has widened. This has positioned gamification as being more dependent on context, rather than being an independent theory per se. To address this notion, three concepts are identified as being central for how a gamificator, the one responsible for gamifying, gamifies a process. These are mechanics, mental mediators and desired outcomes. Following this logic, a review was conducted using 77 (n) articles across seven disciplines, namely health and wellness, crowdsourcing, sustainability, computer science, software development, business, and tourism. The findings highlighted potentially causal and correlational relationships between several concepts ...
The paper presents an analysis of the main research directions in the field of gamification in mana...
Adding game elements to products and services has become a popular approach for enhancing users’ exp...
Purpose – discuss the assumptions for gamification application in fostering creativity. Design/metho...
Gamification is an innovative approach to foster motivation. It refers to the use of game elements i...
Gamification is an innovative approach to foster motivation. It refers to the use of game elements i...
The main aim of gamification, i.e. the implementation of game design elements in real-world contexts...
Gamification is now a well-established technique in Human-Computer Interaction. However, research on...
<p><strong>Purpose</strong> – to analyze gamification, as the method for fostering creativity.</p><p...
This research studies gamification: the use of game design elements in non-game contexts. Gamificati...
The success of gamified systems depends on their ability to engage players by eliciting both positiv...
Inspired by the engaging effects in video games, gamification aims at motivating people to show desi...
Gamification typically refers to the use of game elements in a business context in order to change u...
Existing scholarship of gamification has covered the effectiveness of different types of game design...
Gamification typically refers to the use of game elements in a business context in order to change u...
Gamification refers to the use of game-like elements in non-entertainment contexts to make activitie...
The paper presents an analysis of the main research directions in the field of gamification in mana...
Adding game elements to products and services has become a popular approach for enhancing users’ exp...
Purpose – discuss the assumptions for gamification application in fostering creativity. Design/metho...
Gamification is an innovative approach to foster motivation. It refers to the use of game elements i...
Gamification is an innovative approach to foster motivation. It refers to the use of game elements i...
The main aim of gamification, i.e. the implementation of game design elements in real-world contexts...
Gamification is now a well-established technique in Human-Computer Interaction. However, research on...
<p><strong>Purpose</strong> – to analyze gamification, as the method for fostering creativity.</p><p...
This research studies gamification: the use of game design elements in non-game contexts. Gamificati...
The success of gamified systems depends on their ability to engage players by eliciting both positiv...
Inspired by the engaging effects in video games, gamification aims at motivating people to show desi...
Gamification typically refers to the use of game elements in a business context in order to change u...
Existing scholarship of gamification has covered the effectiveness of different types of game design...
Gamification typically refers to the use of game elements in a business context in order to change u...
Gamification refers to the use of game-like elements in non-entertainment contexts to make activitie...
The paper presents an analysis of the main research directions in the field of gamification in mana...
Adding game elements to products and services has become a popular approach for enhancing users’ exp...
Purpose – discuss the assumptions for gamification application in fostering creativity. Design/metho...