[HTML][HTML] Tailored gamification in education: A literature review and future agenda

W Oliveira, J Hamari, L Shi, AM Toda… - Education and …, 2023 - Springer
Gamification has been widely used to design better educational systems aiming to increase
students' concentration, motivation, engagement, flow experience, and others positive …

[HTML][HTML] The effects of personalized gamification on students' flow experience, motivation, and enjoyment

W Oliveira, J Hamari, S Joaquim, AM Toda… - Smart Learning …, 2022 - Springer
Gamification refers to the attempt to transform different kinds of systems to be able to better
invoke positive experiences such as the flow state. However, the ability of such intervention …

The gamification user types hexad scale

GF Tondello, RR Wehbe, L Diamond, M Busch… - Proceedings of the …, 2016 - dl.acm.org
Several studies have indicated the need for personalizing gamified systems to users'
personalities. However, mapping user personality onto design elements is difficult. Hexad is …

[HTML][HTML] Gameful Experience Questionnaire (GAMEFULQUEST): an instrument for measuring the perceived gamefulness of system use

J Högberg, J Hamari, E Wästlund - User modeling and user-adapted …, 2019 - Springer
In this paper, we present the development and validation of an instrument for measuring
users' gameful experience while using a service. Either intentionally or unintentionally …

Personalised gamification enhances student participation but produces mixed effects on emotional and cognitive engagements: a systematic review

Y Xiao, KF Hew - Interactive Learning Environments, 2024 - Taylor & Francis
In recent years, many studies have highlighted the need to go beyond the “one-size-fits-all”
gamification approach to tailored or personalised gamification to optimise students' …

The lens of intrinsic skill atoms: A method for gameful design

S Deterding - Human–Computer Interaction, 2015 - Taylor & Francis
The idea that game design can inspire the design of motivating, enjoyable interactive
systems has a long history in human-computer interaction. It currently experiences a …

Empirical validation of the gamification user types hexad scale in English and Spanish

GF Tondello, A Mora, A Marczewski… - International Journal of …, 2019 - Elsevier
Gamification, the use of game elements in non-game systems, is now established as a
relevant research field in human-computer interaction (HCI). Several empirical studies have …

[PDF][PDF] Player types: A meta-synthesis

J Hamari, J Tuunanen - 2014 - trepo.tuni.fi
Recent developments in game business practices have especially elevated the need for
distinguishing between types of players and play styles. For example, the new business …

The effects of player type on performance: A gamification case study

CE Lopez, CS Tucker - Computers in Human Behavior, 2019 - Elsevier
The objective of this work was to explore the effects that an individual's Hexad player type
has on their performance in gamified applications. Previous studies sought to explore the …

BrainHex: A neurobiological gamer typology survey

LE Nacke, C Bateman, RL Mandryk - Entertainment computing, 2014 - Elsevier
This paper briefly presents a player satisfaction model called BrainHex, which was based on
insights from neurobiological findings as well as the results from earlier demographic game …