As gamification spreads to new areas, new applications are being developed and the interest in evaluating gamified systems continues to grow. To date, however, no one has comprehensively approached this topic: multiple evaluation dimensions and measures have been proposed and applied without any effort to organize them into a full gamut of tools for the multi-dimensional evaluation of gamified systems. This paper addresses this gap by proposing GATUGU, a set of six perspectives of evaluation of gamified systems: General effects of gamification, Area-specific effects of gamification, Technical quality of gamified systems, Use of gamified systems, Gamefulness of gamified systems, and User experience of gamified systems. For each perspective, ...
Since the last decade, the concept of gamification has spread to many disciplines (marketing, busine...
This research studies gamification: the use of game design elements in non-game contexts. Gamificati...
Gamification is a novel method to improve engagement, motivation, or participation in non-game conte...
As gamification spreads to new areas, new applications are being developed and the interest in evalu...
In XXI century computer games conquered the market that many systems decided to involve game element...
Gamification is now a well-established technique in Human-Computer Interaction. However, research on...
Gamification described as the use of game elements for purposes beyond games. As an extension of tha...
Gamification has risen meteorically in popularity since the beginning of the decade, both in practit...
Gamification typically refers to the use of game elements in a business context in order to change u...
This thesis is about gamification and the effective methods that one should use when trying to imple...
Gamification has been a strategy widely used in the educational field to promote learning, engage an...
Inspired by the engaging effects in video games, gamification aims at motivating people to show desi...
This chapter seeks to approach gamification from a novel perspective commencing firstly with an exam...
Existing scholarship of gamification has covered the effectiveness of different types of game design...
Abstract—Gamification is the use of elements of game design and mechanics in serious contexts for en...
Since the last decade, the concept of gamification has spread to many disciplines (marketing, busine...
This research studies gamification: the use of game design elements in non-game contexts. Gamificati...
Gamification is a novel method to improve engagement, motivation, or participation in non-game conte...
As gamification spreads to new areas, new applications are being developed and the interest in evalu...
In XXI century computer games conquered the market that many systems decided to involve game element...
Gamification is now a well-established technique in Human-Computer Interaction. However, research on...
Gamification described as the use of game elements for purposes beyond games. As an extension of tha...
Gamification has risen meteorically in popularity since the beginning of the decade, both in practit...
Gamification typically refers to the use of game elements in a business context in order to change u...
This thesis is about gamification and the effective methods that one should use when trying to imple...
Gamification has been a strategy widely used in the educational field to promote learning, engage an...
Inspired by the engaging effects in video games, gamification aims at motivating people to show desi...
This chapter seeks to approach gamification from a novel perspective commencing firstly with an exam...
Existing scholarship of gamification has covered the effectiveness of different types of game design...
Abstract—Gamification is the use of elements of game design and mechanics in serious contexts for en...
Since the last decade, the concept of gamification has spread to many disciplines (marketing, busine...
This research studies gamification: the use of game design elements in non-game contexts. Gamificati...
Gamification is a novel method to improve engagement, motivation, or participation in non-game conte...