Serious games and gamification in the corporate training environment: A literature review
K Larson - TechTrends, 2020 - Springer
Gamification is the concept of leveraging the psychological predisposition to engage in
gaming, using mechanisms that game designers have applied in making video games, as a …
gaming, using mechanisms that game designers have applied in making video games, as a …
How can social networks design trigger fear of missing out?
Social Network Sites (SNSs) are meant to facilitate interaction between people. The design
of SNSs employs persuasive techniques with the aim of enhancing the user experience but …
of SNSs employs persuasive techniques with the aim of enhancing the user experience but …
Exploring the darkness of gamification: you want it darker?
T Nyström - Intelligent Computing: Proceedings of the 2021 …, 2021 - Springer
Both academia and industry have shown an increased interest in gamification. To enhance
the design and understanding of gamification there is a need to explore the negative …
the design and understanding of gamification there is a need to explore the negative …
[HTML][HTML] Gamification risks to enterprise teamwork: Taxonomy, management strategies and modalities of application
Gamification corresponds to the use of game elements to encourage certain attitudes and
behaviours in a serious context. When applied to enterprise teamwork, gamification can lead …
behaviours in a serious context. When applied to enterprise teamwork, gamification can lead …
Digital addiction: Negative life experiences and potential for technology-assisted solutions
There is a growing acceptance of the association between obsessive, compulsive and
excessive usage of digital media, eg, games and social networks, and users' wellbeing …
excessive usage of digital media, eg, games and social networks, and users' wellbeing …
The e-learning persuasion through gamification: an elaboration likelihood model perspective
NS Jayawardena - Young Consumers, 2021 - emerald.com
Purpose The purpose of this theoretical paper is to introduce a conceptual model to
investigate e-learning persuasion through gamification elements using the social …
investigate e-learning persuasion through gamification elements using the social …
[HTML][HTML] Engineering digital motivation in businesses: a modelling and analysis framework
Digital motivation refers to the use of software-based solutions to change, enhance, or
maintain people's attitude and behaviour towards specific tasks, policies, and regulations …
maintain people's attitude and behaviour towards specific tasks, policies, and regulations …
Key in socially driven game dynamics, open the doors of agility-an empirical study on gamification and employee agility
N KS - Behaviour & Information Technology, 2023 - Taylor & Francis
While gamification researchers have emphasised the exploration of game dynamics beyond
typical game mechanics, there is still a blind spot regarding how specific game dynamics …
typical game mechanics, there is still a blind spot regarding how specific game dynamics …
Procrastination on social networking sites: Combating by design
Procrastination refers to a voluntary postponement that prevents people from performing
their tasks and can hurt productivity and wellbeing. Procrastination might occur due to a lack …
their tasks and can hurt productivity and wellbeing. Procrastination might occur due to a lack …
[图书][B] Plug & play? Stakeholders' co-meaningmaking of gamification implementations in workplace learning environments
A Palmquist - 2023 - gupea.ub.gu.se
This dissertation discusses the implementation process of gamification in organisations'
workplace learning environments, focusing on four stakeholder groups: Administrators …
workplace learning environments, focusing on four stakeholder groups: Administrators …