Gamification is the exploitation of game mechanisms for serious applications. In general they target societal challenges by engaging people in game-like scenarios. These mechanisms are so successful that there exists a growing interest in exploiting gamification in other scenarios where in general the fundamental need is enhancing people self-motivation. Notably, a major engagement could be necessary for students attending courses, employees with decreasing enthusiasm for their work, users lacking interest for certain applications, and so forth. In this respect, even though there exist disparate solutions to create gameful applications, they are intended to be built from scratch and stand-alone. This paper instead proposes a line of researc...
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...
Context Since its inception around 2010, gamification has become one of the top technology and softw...
Gamification typically refers to the use of game elements in a business context in order to change u...
Increasing user awareness in various information and communication technology (ICT) activities is on...
Software engineering discipline needs promoting and responding to the demands of the software indust...
In recent years, gamification – the use of game design elements in non-game contexts – has seen rapi...
With a growing importance of developing educational applications, this study attempts to assess the ...
The potential of gamification in education is based on the hypothesis that it supports and motivates...
[eng] The purpose of using gamification is as said to trigger the engagement. Human being like to pl...
The potential of gamification in education is based on the hypothesis that it supports and motivates...
Games have become a popular media. As a consequence, they have been studied extensively to see what ...
Gamification is defined as the use of game elements in a non-gaming context. It is been getting a lo...
Gamification refers to the exploitation of gaming mechanisms for serious purposes, like promoting be...
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...
Context Since its inception around 2010, gamification has become one of the top technology and softw...
Gamification typically refers to the use of game elements in a business context in order to change u...
Increasing user awareness in various information and communication technology (ICT) activities is on...
Software engineering discipline needs promoting and responding to the demands of the software indust...
In recent years, gamification – the use of game design elements in non-game contexts – has seen rapi...
With a growing importance of developing educational applications, this study attempts to assess the ...
The potential of gamification in education is based on the hypothesis that it supports and motivates...
[eng] The purpose of using gamification is as said to trigger the engagement. Human being like to pl...
The potential of gamification in education is based on the hypothesis that it supports and motivates...
Games have become a popular media. As a consequence, they have been studied extensively to see what ...
Gamification is defined as the use of game elements in a non-gaming context. It is been getting a lo...
Gamification refers to the exploitation of gaming mechanisms for serious purposes, like promoting be...
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...