AbstractResearch is the source of innovation. Research in any field requires creativity and motivation for innovative ideas to emerge. This paper aims to present elements of gamification used in a research project on 3D virtual environments. In this context we identify the components of the innovative partnership gamification and research, namely, how can each element influence and increase the research outcomes,by applyinggamification with its principles and techniques. The research method involved in our study consisted in engaging master students teams in research activities and using their creativity potential. The students’ research teams were guided by the well-established rules. Theyfollowed local and global objectives for which they...
Purpose – to analyze gamification, as the method for promoting creativity in individual and collecti...
Games have become a popular media. As a consequence, they have been studied extensively to see what ...
This research studies gamification: the use of game design elements in non-game contexts. Gamificati...
<p><strong>Purpose</strong> – to analyze gamification, as the method for fostering creativity.</p><p...
Introduction: Gamification is the use of game mechanisms in non-gaming contexts in order to increase...
Gamification typically refers to the use of game elements in a business context in order to change u...
An experimental study was conducted to further understand the effects competitive and collaborative ...
Despite the growing adoption and acceptance of gamification approaches among firms, the relationship...
As the competition for software grows companies are searching for methods of keeping users intereste...
This study reviewed past research with regards to gamification and to propose a concept...
Gamification is defined as the use of game techniques in a non-game context and has demonstrated pot...
Abstract: In higher education, gamification offers the prospect of providing a pivotal shift from t...
While digitalization is changing the way we work and live, new methods and strategies are needed for...
Gamification has become the most popular topic of the last few years. Studies in gamification area a...
Game design has shifted from the development of games for entertainment to the creation of games wit...
Purpose – to analyze gamification, as the method for promoting creativity in individual and collecti...
Games have become a popular media. As a consequence, they have been studied extensively to see what ...
This research studies gamification: the use of game design elements in non-game contexts. Gamificati...
<p><strong>Purpose</strong> – to analyze gamification, as the method for fostering creativity.</p><p...
Introduction: Gamification is the use of game mechanisms in non-gaming contexts in order to increase...
Gamification typically refers to the use of game elements in a business context in order to change u...
An experimental study was conducted to further understand the effects competitive and collaborative ...
Despite the growing adoption and acceptance of gamification approaches among firms, the relationship...
As the competition for software grows companies are searching for methods of keeping users intereste...
This study reviewed past research with regards to gamification and to propose a concept...
Gamification is defined as the use of game techniques in a non-game context and has demonstrated pot...
Abstract: In higher education, gamification offers the prospect of providing a pivotal shift from t...
While digitalization is changing the way we work and live, new methods and strategies are needed for...
Gamification has become the most popular topic of the last few years. Studies in gamification area a...
Game design has shifted from the development of games for entertainment to the creation of games wit...
Purpose – to analyze gamification, as the method for promoting creativity in individual and collecti...
Games have become a popular media. As a consequence, they have been studied extensively to see what ...
This research studies gamification: the use of game design elements in non-game contexts. Gamificati...