[HTML][HTML] Tailored gamification: A review of literature
Gamification is increasingly becoming a pertinent aspect of any UI and UX design. However,
a canonical dearth in research and application of gamification has been related to the role of …
a canonical dearth in research and application of gamification has been related to the role of …
Adaptive gamification in E‐learning: A literature review and future challenges
The trend of gamification in online education has grown as technological advancements
allow for more digitized learning environments to create interactive and engaging learning …
allow for more digitized learning environments to create interactive and engaging learning …
Gameful Experience Questionnaire (GAMEFULQUEST): an instrument for measuring the perceived gamefulness of system use
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 …
users' gameful experience while using a service. Either intentionally or unintentionally …
Empirical validation of the gamification user types hexad scale in English and Spanish
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 …
relevant research field in human-computer interaction (HCI). Several empirical studies have …
A bibliometric analysis of gamification research
Gamification has rapidly emerged as one of the favorite persuasive technologies widely
used with the aim of promoting a positive change in the user's behavior by means of …
used with the aim of promoting a positive change in the user's behavior by means of …
Adaptive gamification in education: A literature review of current trends and developments
Gamification, the use of game elements in non-game settings, is more and more used in
education to increase learner motivation, engagement, and performance. Recent research …
education to increase learner motivation, engagement, and performance. Recent research …
The effects of player type on performance: A gamification case study
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 …
has on their performance in gamified applications. Previous studies sought to explore the …
Digital behaviour change interventions to break and form habits
Digital behaviour change interventions, particularly those using pervasive computing
technology, hold great promise in supporting users to change their behaviour. However …
technology, hold great promise in supporting users to change their behaviour. However …
Elements of gameful design emerging from user preferences
Several studies have developed models to explain player preferences. These models have
been developed for digital games; however, they have been frequently applied in gameful …
been developed for digital games; however, they have been frequently applied in gameful …
Personalizing persuasive strategies in gameful systems to gamification user types
Persuasive gameful systems are effective tools for motivating behaviour change. Research
has shown that tailoring these systems to individuals can increase their efficacy; however …
has shown that tailoring these systems to individuals can increase their efficacy; however …