There are always two sides to every story. This statement is true also for the most recent hype term gamification – i.e., bringing game design elements into non-game contexts – that has been used to improve users’ motivation and performance in various domains. Previous studies on gamification have mainly taken a positive approach towards the phenomenon and its implications. To depart from the existing research, this tertiary literature review assesses the negative effects of gamification (such as game addiction and ethical issues). The systematic literature review method is followed in collection of 22 literature studies published on gamification. The analysis of these secondary studies show th...
Gamification is the use of elements and techniques from video game design in non-game contexts. Amid...
Gamification has been identified as a major upcoming trend and is a concept that has been receiving ...
In human-computer interaction, the trend towards gamification is part of the shift of focus from usa...
Gamification is now a well-established technique in Human-Computer Interaction. However, research on...
Gamification has become a mainstay approach in designing engaging systems, practices, and cultures a...
The present paper examines gamification and which effects the common game mechanics missions, contes...
Although gamification has received considerable attention from both researchers and practitioners, i...
Gamification refers to the use of game-like elements in non-entertainment contexts to make activitie...
Mobile applications can integrate games or gamification elements to build a game metaverse, thus inc...
International audienceThrough this chapter, the authors aim at describing Gamification—the use of ga...
This thesis is about gamification and the effective methods that one should use when trying to imple...
For a long time, information systems have been designed to provide organizational utility, efficienc...
Existing scholarship of gamification has covered the effectiveness of different types of game design...
Gamification typically refers to the use of game elements in a business context in order to change u...
Gamification ethics refers to the study and understanding of right and wrong conducts by or with g...
Gamification is the use of elements and techniques from video game design in non-game contexts. Amid...
Gamification has been identified as a major upcoming trend and is a concept that has been receiving ...
In human-computer interaction, the trend towards gamification is part of the shift of focus from usa...
Gamification is now a well-established technique in Human-Computer Interaction. However, research on...
Gamification has become a mainstay approach in designing engaging systems, practices, and cultures a...
The present paper examines gamification and which effects the common game mechanics missions, contes...
Although gamification has received considerable attention from both researchers and practitioners, i...
Gamification refers to the use of game-like elements in non-entertainment contexts to make activitie...
Mobile applications can integrate games or gamification elements to build a game metaverse, thus inc...
International audienceThrough this chapter, the authors aim at describing Gamification—the use of ga...
This thesis is about gamification and the effective methods that one should use when trying to imple...
For a long time, information systems have been designed to provide organizational utility, efficienc...
Existing scholarship of gamification has covered the effectiveness of different types of game design...
Gamification typically refers to the use of game elements in a business context in order to change u...
Gamification ethics refers to the study and understanding of right and wrong conducts by or with g...
Gamification is the use of elements and techniques from video game design in non-game contexts. Amid...
Gamification has been identified as a major upcoming trend and is a concept that has been receiving ...
In human-computer interaction, the trend towards gamification is part of the shift of focus from usa...