This article proposes an adaptive gamification approach based on a Multi-Criteria Recommendation System (MCRS) for Collaborative Location-based Collecting Systems, adapting the gamification to each user, taking into account her preferences and the project’s objectives as a multi-criteria scenario. Specifically, the potentially recommended items are dynamically generated gamification elements, and the recommendation criteria are defined considering two points of view: user preferences and project objectives. Finally, the article includes an evaluation of the proposal and then a discussion of the results
Benefits of collaborative learning are established and gamification methods have been used to motiva...
For the collection of massive complex information, the collaborative filtering system can work as a ...
While gamification is often effective in incentivizing behavioral changes, well-known limitations co...
Gamification is a widely used resource to engage and retain users. It is about the use of game eleme...
Gamification means the use of various elements of game design in nongame contexts including workplac...
Gamification, that is, the usage of game content in non-game contexts, has been successfully employe...
Gamification has been applied in software engineering contexts, and more recently in requirements en...
This article presents the doctoral proposal whose main objective is to develop an adaptation device ...
In this paper we present an approach for personalizing gamification to the needs of each individual ...
Collaborative location collecting systems (CLCS) is a particular case of collaborative systems where...
This thesis presents a design companion created by taking key concepts from such games and combining...
In this paper, we describe the Adaptive Place Advisor, a conversational recommendation system design...
In recent years, new forms of game and game technologies have emerged in the fields of industry and ...
Collection recommender systems suggest groups of items that work well as a whole. The interaction ef...
Abstract—Gamification is the use of elements of game design and mechanics in serious contexts for en...
Benefits of collaborative learning are established and gamification methods have been used to motiva...
For the collection of massive complex information, the collaborative filtering system can work as a ...
While gamification is often effective in incentivizing behavioral changes, well-known limitations co...
Gamification is a widely used resource to engage and retain users. It is about the use of game eleme...
Gamification means the use of various elements of game design in nongame contexts including workplac...
Gamification, that is, the usage of game content in non-game contexts, has been successfully employe...
Gamification has been applied in software engineering contexts, and more recently in requirements en...
This article presents the doctoral proposal whose main objective is to develop an adaptation device ...
In this paper we present an approach for personalizing gamification to the needs of each individual ...
Collaborative location collecting systems (CLCS) is a particular case of collaborative systems where...
This thesis presents a design companion created by taking key concepts from such games and combining...
In this paper, we describe the Adaptive Place Advisor, a conversational recommendation system design...
In recent years, new forms of game and game technologies have emerged in the fields of industry and ...
Collection recommender systems suggest groups of items that work well as a whole. The interaction ef...
Abstract—Gamification is the use of elements of game design and mechanics in serious contexts for en...
Benefits of collaborative learning are established and gamification methods have been used to motiva...
For the collection of massive complex information, the collaborative filtering system can work as a ...
While gamification is often effective in incentivizing behavioral changes, well-known limitations co...