From game design elements to gamefulness: defining" gamification"

S Deterding, D Dixon, R Khaled, L Nacke - Proceedings of the 15th …, 2011 - dl.acm.org
Recent years have seen a rapid proliferation of mass-market consumer software that takes
inspiration from video games. Usually summarized as" gamification", this trend connects to a …

Attention, videogames and the retentional economies of affective amplification

J Ash - Theory, Culture & Society, 2012 - journals.sagepub.com
This article examines the industrial art of videogame design and production as an exemplar
of what could be termed affective design. In doing so, the article theorizes the relationship …

Perceptions of virtual reward systems in crowdsourcing games

DHL Goh, EPP Pe-Than, CS Lee - Computers in Human Behavior, 2017 - Elsevier
The gaming approach to crowdsourcing is a major way to foster engagement and sustained
participation. Also known as crowdsourcing games, players contribute their effort to tackle …

Du game design au gamefulness: définir la gamification

S Deterding, D Dixon, R Khaled… - Sciences du jeu, 2014 - journals.openedition.org
Ces dernières années, on a assisté à une rapide prolifération sur le marché de la grande
consommation de logiciels qui s' inspirent des jeux vidéo. Habituellement qualifiée de …

Effects of the badge mechanism on self-efficacy and learning performance in a game-based English learning environment

JC Yang, B Quadir, NS Chen - Journal of Educational …, 2016 - journals.sagepub.com
A growing number of studies have been conducted on digital game-based learning (DGBL).
However, there has been a lack of attention paid to individuals' self-efficacy and learning …

[HTML][HTML] Technology trees: Freedom and determinism in historical strategy games

T Ghys - Game Studies, 2012 - gamestudies.org
Technology trees are evolutionary tree diagrams that simulate the progress of technology in
historical strategy games in a deterministic manner. Having the double function of …

An immersive investment game to study human-robot trust

S Zörner, E Arts, B Vasiljevic, A Srivastava… - Frontiers in Robotics …, 2021 - frontiersin.org
As robots become more advanced and capable, developing trust is an important factor of
human-robot interaction and cooperation. However, as multiple environmental and social …

[HTML][HTML] Designing a serious game (above water) for stigma reduction surrounding mental health: Semistructured interview study with expert participants

RR Wehbe, C Whaley, Y Eskandari, A Suarez… - JMIR Serious …, 2022 - games.jmir.org
Background Although in many contexts unsuccessful games targeting learning, social
interaction, or behavioral change have few downsides, when covering a sensitive domain …

An award system for gamification in higher education

RP Lopes - … of Education, Research and Innovation (ICERI), 2014 - bibliotecadigital.ipb.pt
Higher Education Institutions (HEI) have the missions of education, at a high level, research
and cooperation. Regarding education, HEI must create an appropriate environment for …

[PDF][PDF] Gamification as a learning tool

RP Lopes - … Journal of Developmental and Educational Psychology, 2014 - redalyc.org
ABSTRACT Higher Education Institutions have the missions of education, at a high level,
research and cooperation. Regarding education, HEI must create an appropriate …