[HTML][HTML] Tailored gamification: A review of literature

ACT Klock, I Gasparini, MS Pimenta… - International Journal of …, 2020 - Elsevier
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 …

Adaptive gamification in E‐learning: A literature review and future challenges

S Bennani, A Maalel… - Computer Applications in …, 2022 - Wiley Online Library
The trend of gamification in online education has grown as technological advancements
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

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 …

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 …

A bibliometric analysis of gamification research

M Trinidad, M Ruiz, A Calderon - IEEE Access, 2021 - ieeexplore.ieee.org
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 …

Adaptive gamification in education: A literature review of current trends and developments

S Hallifax, A Serna, JC Marty, É Lavoué - Transforming Learning with …, 2019 - Springer
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 …

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 …

Digital behaviour change interventions to break and form habits

C Pinder, J Vermeulen, BR Cowan… - ACM Transactions on …, 2018 - dl.acm.org
Digital behaviour change interventions, particularly those using pervasive computing
technology, hold great promise in supporting users to change their behaviour. However …

Elements of gameful design emerging from user preferences

GF Tondello, A Mora, LE Nacke - … of the annual symposium on computer …, 2017 - dl.acm.org
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 …

Personalizing persuasive strategies in gameful systems to gamification user types

R Orji, GF Tondello, LE Nacke - … of the 2018 CHI conference on human …, 2018 - dl.acm.org
Persuasive gameful systems are effective tools for motivating behaviour change. Research
has shown that tailoring these systems to individuals can increase their efficacy; however …