Abstract In this paper, we aim to research how a choice of a gamification medium influences the users’ psychological and behavioral experiences which are also gamification outcomes. We discuss gamification, its components, persuasive systems, cognitive absorption, perceived persuasiveness of gamified systems, as well as the influence of the psychological constructs on intention to play the game and intention to engage in sustainable behavior. Since we take a look at two types of virtual environments (non-immersive and immersive), we include concepts relevant for choosing an appropriate platform, such as sense of presence and simulator sickness, both of which have a significant impact on user experience. Based on the discussed theoretical b...
Gamification refers to the use of game-like elements in non-entertainment contexts to make activitie...
Virtual Reality (VR) is starting to be used in psychological therapy around the world. However, a th...
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...
Humans tendency to engage in behaviors that are harmful to themselves, the environment, and the soci...
From the theory of compensatory Internet use, escapism through videogames may constitute a coping st...
From the theory of compensatory Internet use, escapism through videogames may constitute a coping st...
The salutogenic effects of green exercise are widely recognised, yet many individuals do not engage ...
The purpose of this research was to illustrate the broad usefulness of simple video-game-based virtu...
The purpose of this research was to illustrate the broad usefulness of simple video-game-based virtu...
The combination of VR with the correct psychological mechanism could become a powerful persuasion sy...
Mobile applications can integrate games or gamification elements to build a game metaverse, thus inc...
Games are consistently acknowledged as a powerful approach that can significantly impact people’s be...
Humans tendency to engage in behaviors that are harmful to themselves, the environment, and the soci...
Gamification is widely applied to increase user engagement and motivation, but empirical studies on ...
Gamification refers to the use of game-like elements in non-entertainment contexts to make activitie...
Virtual Reality (VR) is starting to be used in psychological therapy around the world. However, a th...
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...
Humans tendency to engage in behaviors that are harmful to themselves, the environment, and the soci...
From the theory of compensatory Internet use, escapism through videogames may constitute a coping st...
From the theory of compensatory Internet use, escapism through videogames may constitute a coping st...
The salutogenic effects of green exercise are widely recognised, yet many individuals do not engage ...
The purpose of this research was to illustrate the broad usefulness of simple video-game-based virtu...
The purpose of this research was to illustrate the broad usefulness of simple video-game-based virtu...
The combination of VR with the correct psychological mechanism could become a powerful persuasion sy...
Mobile applications can integrate games or gamification elements to build a game metaverse, thus inc...
Games are consistently acknowledged as a powerful approach that can significantly impact people’s be...
Humans tendency to engage in behaviors that are harmful to themselves, the environment, and the soci...
Gamification is widely applied to increase user engagement and motivation, but empirical studies on ...
Gamification refers to the use of game-like elements in non-entertainment contexts to make activitie...
Virtual Reality (VR) is starting to be used in psychological therapy around the world. However, a th...
Games are characterized above all by the fact that players naturally show a very high willingness to...