Games have been used for utilitarian purposes since at least the 1960s, with gamification pursuing game-like experiences in areas such as education, health, and sustainability. While these methods generally attempt to improve life for players, a central and underexplored issue is the friction between a design that wants players to attain a utilitarian outcome, such as learning, and players who often strive for self-directed play. Based on data collected from user testing of a digital serious game and following an inductive process, we created a thematic framework that focuses on the frictions and tensions that may arise between design and player. This framework may be used to understand how players engage holistically with serious games, bu...
The primary aim of this paper is to identify and theoretically validate the relationships between co...
Introduction: Gamification is the use of game mechanisms in non-gaming contexts in order to increase...
Gamification, implementing elements typically found in games in non-game contexts, has recently know...
Games have been used for utilitarian purposes since at least the 1960s, with gamification pursuing g...
Engaging citizens with climate change is an urgent and complex issue. Gamified initiatives such as g...
In this paper, we investigate the impact of flow (operationalized as heightened challenge and skill)...
Gamification and Learning Environments - Protocol for a Systematic Literature Review Supplement of ...
Gamification and Learning Environments - Protocol for a Systematic Literature Review Supplement of ...
While learning has always been perceived as something very different from play, the two are now ofte...
This paper offers an approach to designing game based learning experiences inspired by the Mechanics...
Since the early 2000s, educators, administrators, politicians, and researchers have given increased ...
This paper explores the role of games in learning. Beginning with some carefully selected definition...
This article explores how the serious game Poverty Is Not a Game (PING) is experienced by high schoo...
Abstract Engaging citizens with climate change is an urgent and complex issue. Gamified initiatives...
This paper aims to improve the design methods for serious games (games for learning) by identifying ...
The primary aim of this paper is to identify and theoretically validate the relationships between co...
Introduction: Gamification is the use of game mechanisms in non-gaming contexts in order to increase...
Gamification, implementing elements typically found in games in non-game contexts, has recently know...
Games have been used for utilitarian purposes since at least the 1960s, with gamification pursuing g...
Engaging citizens with climate change is an urgent and complex issue. Gamified initiatives such as g...
In this paper, we investigate the impact of flow (operationalized as heightened challenge and skill)...
Gamification and Learning Environments - Protocol for a Systematic Literature Review Supplement of ...
Gamification and Learning Environments - Protocol for a Systematic Literature Review Supplement of ...
While learning has always been perceived as something very different from play, the two are now ofte...
This paper offers an approach to designing game based learning experiences inspired by the Mechanics...
Since the early 2000s, educators, administrators, politicians, and researchers have given increased ...
This paper explores the role of games in learning. Beginning with some carefully selected definition...
This article explores how the serious game Poverty Is Not a Game (PING) is experienced by high schoo...
Abstract Engaging citizens with climate change is an urgent and complex issue. Gamified initiatives...
This paper aims to improve the design methods for serious games (games for learning) by identifying ...
The primary aim of this paper is to identify and theoretically validate the relationships between co...
Introduction: Gamification is the use of game mechanisms in non-gaming contexts in order to increase...
Gamification, implementing elements typically found in games in non-game contexts, has recently know...