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 …

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 …

Towards personality-driven persuasive health games and gamified systems

R Orji, LE Nacke, C Di Marco - Proceedings of the 2017 CHI conference …, 2017 - dl.acm.org
Persuasive games and gamified systems are effective tools for motivating behavior change
using various persuasive strategies. Research has shown that tailoring these systems can …

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 …

Improving the efficacy of games for change using personalization models

R Orji, RL Mandryk, J Vassileva - ACM Transactions on Computer …, 2017 - dl.acm.org
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 …

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 …

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 …

Acceptance and use of virtual reality games: an extension of HMSAM

T Kari, M Kosa - Virtual Reality, 2023 - Springer
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 …

Storywell: designing for family fitness app motivation by using social rewards and reflection

H Saksono, C Castaneda-Sceppa, J Hoffman… - Proceedings of the …, 2020 - dl.acm.org
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 …

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 …