A systematic literature review on serious games evaluation: An application to software project management
A Calderón, M Ruiz - Computers & Education, 2015 - Elsevier
Training that future practitioners receive in software project management is a topic of great
importance. The objective of this systematic literature review is to summarize the current …
importance. The objective of this systematic literature review is to summarize the current …
Applying standards to systematize learning analytics in serious games
Á Serrano-Laguna, I Martínez-Ortiz, J Haag… - Computer Standards & …, 2017 - Elsevier
Learning Analytics is an emerging field focused on analyzing learners' interactions with
educational content. One of the key open issues in learning analytics is the standardization …
educational content. One of the key open issues in learning analytics is the standardization …
Towards personality-driven persuasive health games and gamified systems
Persuasive games and gamified systems are effective tools for motivating behavior change
using various persuasive strategies. Research has shown that tailoring these systems can …
using various persuasive strategies. Research has shown that tailoring these systems can …
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 …
Improving the efficacy of games for change using personalization models
There has been a continuous increase in the design and application of computer games for
purposes other than entertainment in recent years. Serious games—games that motivate …
purposes other than entertainment in recent years. Serious games—games that motivate …
Motivating participation in social computing applications: a user modeling perspective
J Vassileva - User Modeling and User-Adapted Interaction, 2012 - Springer
The explosive growth of Web-based social applications over the last 10 years has led
people to engage in online communities for various purposes: to work, learn, play, share …
people to engage in online communities for various purposes: to work, learn, play, share …
Movement-based game guidelines
F Mueller, K Isbister - Proceedings of the sigchi conference on human …, 2014 - dl.acm.org
Movement-based digital games are becoming increasingly popular, yet there is limited
comprehensive guidance on how to design these games. We present a set of guidelines for …
comprehensive guidance on how to design these games. We present a set of guidelines for …
Acceptance and use of virtual reality games: an extension of HMSAM
Virtual reality (VR) is considered as one of the technological megatrends of 2020s, and
today, VR systems are used in various settings, digital gaming being among the most …
today, VR systems are used in various settings, digital gaming being among the most …
Storywell: designing for family fitness app motivation by using social rewards and reflection
Physical activity (PA) is critical for reducing the risk of obesity, a prevalent health concern
that burdens low-socioeconomic status (SES) households. While self-tracking apps can …
that burdens low-socioeconomic status (SES) households. While self-tracking apps can …
Points, stories, worlds, and diegesis: Comparing player experiences in two citizen science games
NR Prestopnik, J Tang - Computers in Human Behavior, 2015 - Elsevier
We conducted an experiment to examine how people perceive differences between points-
based and story-based gamification approaches. We were interested in how these …
based and story-based gamification approaches. We were interested in how these …