Plan AThe current study explored whether individual difference characteristics (work motivation and gender) could predict participant choice between a gamified training and non-game equivalent. Specifically, 166 college students were presented with two hypothetical workplace training descriptions, and were asked to choose between a gamified option and a more traditional online training. A sequential binary logistic regression assessed whether work motivation and a number of demographic characteristics could predict participant choice. Results indicate that the gamified training was generally preferred compared to the non-game equivalent. Additionally, qualitative responses suggest the gamified version was generally perceived as more engagin...
In this study, we investigate how users’ general gaming preferences (i.e. on dimensions of achieveme...
Applying the engaging and motivating aspects of video games in non-game contexts is known as gamific...
Gamification is often proposed as a solution to motivate students in an educational context. In this...
While many studies have reported the effectiveness of gamification in motivating students and making...
Gamification techniques are used in enterprises to support employees' engagement with computer-media...
International audienceGamification is widely used to foster user motivation. Recent studies show tha...
Gamification has become an influential term in diverse fields ranging from education to systems deve...
Gamification is one of the methods used for delivering gameful experiences to Generation Z learners....
Video game research in the recent decades suggests a causal relationship between video game experien...
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...
Organizations actively seek methods for increasing employee engagement by incorporating game element...
Gameful approaches (e.g., gamification, games, and alternate reality games) have been widely used in...
Gamification approaches to learning use game-inspired design elements to improve learning. Given man...
Personality is known to moderate task performance, learning styles, and gaming preferences. With the...
In this study, we investigate how users’ general gaming preferences (i.e. on dimensions of achieveme...
Applying the engaging and motivating aspects of video games in non-game contexts is known as gamific...
Gamification is often proposed as a solution to motivate students in an educational context. In this...
While many studies have reported the effectiveness of gamification in motivating students and making...
Gamification techniques are used in enterprises to support employees' engagement with computer-media...
International audienceGamification is widely used to foster user motivation. Recent studies show tha...
Gamification has become an influential term in diverse fields ranging from education to systems deve...
Gamification is one of the methods used for delivering gameful experiences to Generation Z learners....
Video game research in the recent decades suggests a causal relationship between video game experien...
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...
Organizations actively seek methods for increasing employee engagement by incorporating game element...
Gameful approaches (e.g., gamification, games, and alternate reality games) have been widely used in...
Gamification approaches to learning use game-inspired design elements to improve learning. Given man...
Personality is known to moderate task performance, learning styles, and gaming preferences. With the...
In this study, we investigate how users’ general gaming preferences (i.e. on dimensions of achieveme...
Applying the engaging and motivating aspects of video games in non-game contexts is known as gamific...
Gamification is often proposed as a solution to motivate students in an educational context. In this...