Gamification is recognized as the next big thing in marketing by using game design elements in a nongame context. Producing desirable experiences and motivating users to remain engaged in an activity is one of the strengths of gamification. The introduction of digital social networks has become the biggest change regarding digital technology, also leading to the evolution and popularity of gamification. Although it is possible to design games, serious games, or gamified systems without knowing who the target users are, it is more likely to create a more engaging experience when these users are identified first. Taking this into consideration, this chapter will look to identify and present the motivations of individuals when using gamificati...
Gamification typically refers to the use of game elements in a business context in order to change u...
Gamification as a new form of social communicationGamification consists in a conscious and deliberat...
Gamification typically refers to the use of game elements in a business context in order to change u...
Gamification is recognized as the next big thing in marketing by using game design elements in a non...
Gamification is recognized as the next big thing in marketing by using game design elements in a non...
In recent years, new forms of game and game technologies have emerged in the fields of industry and ...
The term gamification was first brought up a game designer Nick Pelling back in 2004, (Rughini?, 201...
Over recent years, gamification has been a frequent strategy to increase user engagement. Gamificati...
The purpose of this paper is to identify how gamification can be used by marketing departments to en...
For a long time, information systems have been designed to provide organizational utility, efficienc...
none3noThe gamification process is gaining increasing interest in many different environments such a...
The trend of employing game mechanisms and techniques in non-game contexts, gamification, has dramat...
Gamification is a diverse application of game elements implemented by firms in various circumstances...
This research studies gamification: the use of game design elements in non-game contexts. Gamificati...
Gamification is the use of game design elements for a non-game context. While most current examples ...
Gamification typically refers to the use of game elements in a business context in order to change u...
Gamification as a new form of social communicationGamification consists in a conscious and deliberat...
Gamification typically refers to the use of game elements in a business context in order to change u...
Gamification is recognized as the next big thing in marketing by using game design elements in a non...
Gamification is recognized as the next big thing in marketing by using game design elements in a non...
In recent years, new forms of game and game technologies have emerged in the fields of industry and ...
The term gamification was first brought up a game designer Nick Pelling back in 2004, (Rughini?, 201...
Over recent years, gamification has been a frequent strategy to increase user engagement. Gamificati...
The purpose of this paper is to identify how gamification can be used by marketing departments to en...
For a long time, information systems have been designed to provide organizational utility, efficienc...
none3noThe gamification process is gaining increasing interest in many different environments such a...
The trend of employing game mechanisms and techniques in non-game contexts, gamification, has dramat...
Gamification is a diverse application of game elements implemented by firms in various circumstances...
This research studies gamification: the use of game design elements in non-game contexts. Gamificati...
Gamification is the use of game design elements for a non-game context. While most current examples ...
Gamification typically refers to the use of game elements in a business context in order to change u...
Gamification as a new form of social communicationGamification consists in a conscious and deliberat...
Gamification typically refers to the use of game elements in a business context in order to change u...