[HTML][HTML] Gamification for health and wellbeing: A systematic review of the literature
Background Compared to traditional persuasive technology and health games, gamification
is posited to offer several advantages for motivating behaviour change for health and well …
is posited to offer several advantages for motivating behaviour change for health and well …
The state of speech in HCI: Trends, themes and challenges
Speech interfaces are growing in popularity. Through a review of 99 research papers this
work maps the trends, themes, findings and methods of empirical research on speech …
work maps the trends, themes, findings and methods of empirical research on speech …
[HTML][HTML] Development and validation of the player experience inventory: A scale to measure player experiences at the level of functional and psychosocial …
Abstract Games User Research (GUR) focuses on measuring, analysing and understanding
player experiences to optimise game designs. Hence, GUR experts aim to understand how …
player experiences to optimise game designs. Hence, GUR experts aim to understand how …
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 …
Self-determination theory in HCI games research: Current uses and open questions
Self-Determination Theory (SDT), a major psychological theory of human motivation, has
become increasingly popular in Human-Computer Interaction (HCI) research on games and …
become increasingly popular in Human-Computer Interaction (HCI) research on games and …
Validation of two game experience scales: the player experience of need satisfaction (PENS) and game experience questionnaire (GEQ)
Accurate measurement of the player experience in videogames is key to understanding the
impacts of videogame play, designing and developing engaging videogames, and …
impacts of videogame play, designing and developing engaging videogames, and …
Systematic review and validation of the game experience questionnaire (geq)-implications for citation and reporting practice
Despite lacking a formal peer-reviewed publication, the Game Experience Questionnaire
(GEQ) is widely applied in games research, which might risk the proliferation of erroneous …
(GEQ) is widely applied in games research, which might risk the proliferation of erroneous …
Negative emotion, positive experience? Emotionally moving moments in digital games
Emotions are key to the player experience (PX) and interest in the potential of games to
provide unique emotional, sometimes uncomfortable experiences is growing. Yet there has …
provide unique emotional, sometimes uncomfortable experiences is growing. Yet there has …
[HTML][HTML] Creating brand engagement through in-store gamified customer experiences
J Högberg, MO Ramberg, A Gustafsson… - Journal of Retailing and …, 2019 - Elsevier
The purpose of this study is to understand how gamification contributes to customers' value
creation in a retail context and how this value creation relates to brand engagement. The …
creation in a retail context and how this value creation relates to brand engagement. The …
A Bermuda triangle? A Review of method application and triangulation in user experience evaluation
User experience (UX) evaluation is a growing field with diverse approaches. To understand
the development since previous meta-review efforts, we conducted a state-of-the-art review …
the development since previous meta-review efforts, we conducted a state-of-the-art review …