Gamification: The Rhetoric Wars" is a gamified card collectible of rhetorical whimsy, created by Dr Steffen P Walz and Dr Paul Coulto
Gamification refers to the use of game-like elements in non-entertainment contexts to make activitie...
The Our Gamified World web series critically and creatively examines the widespread application of g...
A card game to inspire UX designers to think differently about gamification and persuasive design el...
starts: 3.27.12 ends: 4.10.12https://digitalcommons.nyls.edu/iilp/1032/thumbnail.jp
This paper introduces an early prototype concept known as Gamicards, for use in the design of gamifi...
Cards against Digital Humanities - participatory design game for prototyping in DHAnalogue board gam
From a collection of Gulliver's Journey to Lilliput themed cards made to be pasted in a scrapbook. T...
gEducation 2015: 2nd International Workshop on Gamification in Education | Barcelone, 10-13 novembre...
Gamification marks a major change to everyday life. It describes the permeation of economic, politic...
Gamification as a new form of social communicationGamification consists in a conscious and deliberat...
The term ‘gamification’ can be defined as a phenomenon that uses a game as both a vehicle for inform...
A research on how the gamification methodology can improve brand building activities
This paper presents a work in progress study about effectiveness of interactive gamified material ab...
Gamification is a new but rapidly growing trend impacting a wide range of areas, such as education, ...
Gamification is broadly defined as the use of game elements in non-game contexts. Its development wi...
Gamification refers to the use of game-like elements in non-entertainment contexts to make activitie...
The Our Gamified World web series critically and creatively examines the widespread application of g...
A card game to inspire UX designers to think differently about gamification and persuasive design el...
starts: 3.27.12 ends: 4.10.12https://digitalcommons.nyls.edu/iilp/1032/thumbnail.jp
This paper introduces an early prototype concept known as Gamicards, for use in the design of gamifi...
Cards against Digital Humanities - participatory design game for prototyping in DHAnalogue board gam
From a collection of Gulliver's Journey to Lilliput themed cards made to be pasted in a scrapbook. T...
gEducation 2015: 2nd International Workshop on Gamification in Education | Barcelone, 10-13 novembre...
Gamification marks a major change to everyday life. It describes the permeation of economic, politic...
Gamification as a new form of social communicationGamification consists in a conscious and deliberat...
The term ‘gamification’ can be defined as a phenomenon that uses a game as both a vehicle for inform...
A research on how the gamification methodology can improve brand building activities
This paper presents a work in progress study about effectiveness of interactive gamified material ab...
Gamification is a new but rapidly growing trend impacting a wide range of areas, such as education, ...
Gamification is broadly defined as the use of game elements in non-game contexts. Its development wi...
Gamification refers to the use of game-like elements in non-entertainment contexts to make activitie...
The Our Gamified World web series critically and creatively examines the widespread application of g...
A card game to inspire UX designers to think differently about gamification and persuasive design el...