Gamification, using game-like elements in a non-game context, stands a means to trigger an individual\u27s innate disposition to game and play, leading to enhanced engagement, enjoyment, and motivation. Gamification elements can take many forms. Amongst the most prominent and often applied gamification elements are progress bars, badges, and leaderboards. Each of these elements can be found in games, for instance, computer games. One recent development in online computer games is the so-called lootbox. Lootboxes can be described as a mechanism that rewards gamers with a random object when a specific objective is met. Lootboxes have yet to be adapted as a gamification element. It remains unclear how users react to lootboxes, both in terms ...
Existing scholarship of gamification has covered the effectiveness of different types of game design...
Gamification has recently been presented as a successful strategy to engage users, with potential fo...
© 2018 Copyright is held by the owner/author(s). Research on gamified educational platforms has chie...
So-called “lootboxes,” have recently developed into a quasi-standard for online gaming. Lootboxes ar...
The purpose of this study was to uncover the motivations for loot box purchases, and to discover pot...
Digital business models increasingly utilize gamblification (i.e., the use of gambling design elemen...
The growth of the gaming industry has seen an increase of predatory monetisation techniques, like lo...
Background: In the last two decades, the rapid technological advancement in digital solutions had pa...
Trying to take advantage of the growing passion for games, Gamification is a trending phenomenon tha...
The present paper examines gamification and which effects the common game mechanics missions, contes...
A loot box is a virtual item for purchase in many video games that features betting money on element...
Designers of instructional software use gamification to help motivate and engage learners. Typically...
Game providers are increasingly employing and selling loot boxes, which can be considered virtual go...
In the last few decades the popularity of games, and particularly of video games, has exploded. Vide...
Games are characterized above all by the fact that players naturally show a very high willingness to...
Existing scholarship of gamification has covered the effectiveness of different types of game design...
Gamification has recently been presented as a successful strategy to engage users, with potential fo...
© 2018 Copyright is held by the owner/author(s). Research on gamified educational platforms has chie...
So-called “lootboxes,” have recently developed into a quasi-standard for online gaming. Lootboxes ar...
The purpose of this study was to uncover the motivations for loot box purchases, and to discover pot...
Digital business models increasingly utilize gamblification (i.e., the use of gambling design elemen...
The growth of the gaming industry has seen an increase of predatory monetisation techniques, like lo...
Background: In the last two decades, the rapid technological advancement in digital solutions had pa...
Trying to take advantage of the growing passion for games, Gamification is a trending phenomenon tha...
The present paper examines gamification and which effects the common game mechanics missions, contes...
A loot box is a virtual item for purchase in many video games that features betting money on element...
Designers of instructional software use gamification to help motivate and engage learners. Typically...
Game providers are increasingly employing and selling loot boxes, which can be considered virtual go...
In the last few decades the popularity of games, and particularly of video games, has exploded. Vide...
Games are characterized above all by the fact that players naturally show a very high willingness to...
Existing scholarship of gamification has covered the effectiveness of different types of game design...
Gamification has recently been presented as a successful strategy to engage users, with potential fo...
© 2018 Copyright is held by the owner/author(s). Research on gamified educational platforms has chie...