Gamification—taking game design patterns and principles out of video games to apply them in non-game environments has become a popular idea in the last 4 years. It has also successfully been applied to workplace environments, but it still remains unclear how employees really feel about the introduction of a gamified system. We address this matter by comparing the employees’ subjective perception of gamification with their actual usage behavior in an enterprise application software. As a result of the experiment, we find there is a strong relationship visible. Following up on this observation, we pose the gamification design problem under the assumptions that (i) gamification consists of various types of users that experience game design ele...
Gamification refers to the use of game-design elements in a non-gaming context. The consulting compa...
Gamification refers to the use of game-design elements in a non-gaming context. The consulting compa...
Gamification, whereby users are engaged in pre-assigned activities induced by game elements, is gain...
Gamification—taking game design patterns and principles out of video games to apply them in non-game...
Gamification—taking game design patterns and principles out of video games to apply them in non-game...
Under the assumptions that (i) gamification consists of vari-ous types of users that experience game...
The interest in gamification, i.e. the application of game design elements in non-gaming contexts, h...
Although gamification has successfully been applied in office scenarios, it remains unclear how empl...
Although gamification has successfully been applied in office scenarios, it remains unclear how empl...
As the competition for software grows companies are searching for methods of keeping users intereste...
As the competition for software grows companies are searching for methods of keeping users intereste...
This proceeding was published in International Scientific Conference on eLearning and Software for E...
Existing scholarship of gamification has covered the effectiveness of different types of game design...
Gamification refers to the use of game-design elements in a non-gaming context. The consulting compa...
Gamification refers to the use of game-design elements in a non-gaming context. The consulting compa...
Gamification refers to the use of game-design elements in a non-gaming context. The consulting compa...
Gamification refers to the use of game-design elements in a non-gaming context. The consulting compa...
Gamification, whereby users are engaged in pre-assigned activities induced by game elements, is gain...
Gamification—taking game design patterns and principles out of video games to apply them in non-game...
Gamification—taking game design patterns and principles out of video games to apply them in non-game...
Under the assumptions that (i) gamification consists of vari-ous types of users that experience game...
The interest in gamification, i.e. the application of game design elements in non-gaming contexts, h...
Although gamification has successfully been applied in office scenarios, it remains unclear how empl...
Although gamification has successfully been applied in office scenarios, it remains unclear how empl...
As the competition for software grows companies are searching for methods of keeping users intereste...
As the competition for software grows companies are searching for methods of keeping users intereste...
This proceeding was published in International Scientific Conference on eLearning and Software for E...
Existing scholarship of gamification has covered the effectiveness of different types of game design...
Gamification refers to the use of game-design elements in a non-gaming context. The consulting compa...
Gamification refers to the use of game-design elements in a non-gaming context. The consulting compa...
Gamification refers to the use of game-design elements in a non-gaming context. The consulting compa...
Gamification refers to the use of game-design elements in a non-gaming context. The consulting compa...
Gamification, whereby users are engaged in pre-assigned activities induced by game elements, is gain...