International audienceThrough this chapter, the authors aim at describing Gamification—the use of game elements in non-ludic environments—to identify its limits and lacks as well as its assets. Indeed, it has been developed to answer a need that arouses out of the Human Computer Interaction (HCI) field evolutions, and it could be valuable in that scope. The authors propose a definition of Gamification according to several different dimensions that are part of the HCI design field. They suggest it as a first step towards a guiding design framework aimed at designers. They mention future research directions that would help in going further and enriching the framework, leading to the creation of a design model for user experience design throug...
Games have become a popular media. As a consequence, they have been studied extensively to see what ...
Gamification is a novel method to improve engagement, motivation, or participation in non-game conte...
The purpose of this paper is to identify how gamification can be used by marketing departments to en...
In recent years, gamification – the use of game design elements in non-game contexts – has seen rapi...
Gamification typically refers to the use of game elements in a business context in order to change u...
Gamification – the use of game design elements in non-game contexts – is touted by many as the solut...
Abstract — The trend toward software gamification is increasingly important. But, it often implies t...
This project explores different qualities of user experience (UX) of gamification in design through ...
Gamification is now a well-established technique in Human-Computer Interaction. However, research on...
Gamification, a trend that applies game design elements to non-game contexts, can be seen in educati...
Gamification refers to the use of game-like elements in non-entertainment contexts to make activitie...
For a long time, information systems have been designed to provide organizational utility, efficienc...
There is growing interest in how gamification-defined as the application of game design principles i...
Gamification is attracting the attention of practitioners and researchers because of its power to ge...
Existing scholarship of gamification has covered the effectiveness of different types of game design...
Games have become a popular media. As a consequence, they have been studied extensively to see what ...
Gamification is a novel method to improve engagement, motivation, or participation in non-game conte...
The purpose of this paper is to identify how gamification can be used by marketing departments to en...
In recent years, gamification – the use of game design elements in non-game contexts – has seen rapi...
Gamification typically refers to the use of game elements in a business context in order to change u...
Gamification – the use of game design elements in non-game contexts – is touted by many as the solut...
Abstract — The trend toward software gamification is increasingly important. But, it often implies t...
This project explores different qualities of user experience (UX) of gamification in design through ...
Gamification is now a well-established technique in Human-Computer Interaction. However, research on...
Gamification, a trend that applies game design elements to non-game contexts, can be seen in educati...
Gamification refers to the use of game-like elements in non-entertainment contexts to make activitie...
For a long time, information systems have been designed to provide organizational utility, efficienc...
There is growing interest in how gamification-defined as the application of game design principles i...
Gamification is attracting the attention of practitioners and researchers because of its power to ge...
Existing scholarship of gamification has covered the effectiveness of different types of game design...
Games have become a popular media. As a consequence, they have been studied extensively to see what ...
Gamification is a novel method to improve engagement, motivation, or participation in non-game conte...
The purpose of this paper is to identify how gamification can be used by marketing departments to en...