Gamification is defined as the use of game elements in a non-gaming context. It is been getting a lot of attention in recent years. However, the number of research done on gamification is limited. One of the problems it faces is sustainability. Designers might overlook the elements that increase sustainability due to lack of a standard framework that contains the essential components to achieve that goal. This conceptual paper proposes a framework that aims to increase the sustainability of the desired impact of gamified applications. This framework contains the following components: flow, relatedness, purpose, autonomy and mastery in the design of gamified applications. The proposed framework will help to guide future work in the field of ...
Gamification is the exploitation of game mechanisms for serious applications. In general they target...
The current patterns of production and consumption in the industrialized world are not sustainable. ...
Gamification is a novel method to improve engagement, motivation, or participation in non-game conte...
Gamification is defined as the use of game elements in a non-gaming context. It is been getting a lo...
Gamification is defined as the use of game elements in a non-gaming context. It is been getting a lo...
Gamification is defined as the use of game elements in a non-gaming context. It is been getting a lo...
Gamification is defined as the use of game design elements in non-gaming contexts. It is been gettin...
Gamification is defined as the use of game design elements in non-gaming contexts. It is been gettin...
Gamification is defined as the use of game design elements in non-gaming contexts. It is been gettin...
Gamification is defined as the use of game design elements in non-gaming contexts. It is been gettin...
In this chapter, Whalen and Kijne critically engage with two game-based approaches—serious games and...
In this chapter, Whalen and Kijne critically engage with two game-based approaches—serious games and...
Gamification and sustainability are two topics that have gained a lot of attention in the past few y...
Gamification and sustainability are two topics that have gained a lot of attention in the past few y...
The current industrialized world is based on patterns of production and consumption that need improv...
Gamification is the exploitation of game mechanisms for serious applications. In general they target...
The current patterns of production and consumption in the industrialized world are not sustainable. ...
Gamification is a novel method to improve engagement, motivation, or participation in non-game conte...
Gamification is defined as the use of game elements in a non-gaming context. It is been getting a lo...
Gamification is defined as the use of game elements in a non-gaming context. It is been getting a lo...
Gamification is defined as the use of game elements in a non-gaming context. It is been getting a lo...
Gamification is defined as the use of game design elements in non-gaming contexts. It is been gettin...
Gamification is defined as the use of game design elements in non-gaming contexts. It is been gettin...
Gamification is defined as the use of game design elements in non-gaming contexts. It is been gettin...
Gamification is defined as the use of game design elements in non-gaming contexts. It is been gettin...
In this chapter, Whalen and Kijne critically engage with two game-based approaches—serious games and...
In this chapter, Whalen and Kijne critically engage with two game-based approaches—serious games and...
Gamification and sustainability are two topics that have gained a lot of attention in the past few y...
Gamification and sustainability are two topics that have gained a lot of attention in the past few y...
The current industrialized world is based on patterns of production and consumption that need improv...
Gamification is the exploitation of game mechanisms for serious applications. In general they target...
The current patterns of production and consumption in the industrialized world are not sustainable. ...
Gamification is a novel method to improve engagement, motivation, or participation in non-game conte...