Tailored gamification in education: A literature review and future agenda

W Oliveira, J Hamari, L Shi, AM Toda… - Education and …, 2023 - Springer
Gamification has been widely used to design better educational systems aiming to increase
students' concentration, motivation, engagement, flow experience, and others positive …

Persuasive technology for health and wellness: State-of-the-art and emerging trends

R Orji, K Moffatt - Health informatics journal, 2018 - journals.sagepub.com
The evolving field of persuasive and behavior change technology is increasingly targeted at
influencing behavior in the area of health and wellness. This paper provides an empirical …

The effects of personalized gamification on students' flow experience, motivation, and enjoyment

W Oliveira, J Hamari, S Joaquim, AM Toda… - Smart Learning …, 2022 - Springer
Gamification refers to the attempt to transform different kinds of systems to be able to better
invoke positive experiences such as the flow state. However, the ability of such intervention …

The gamification user types hexad scale

GF Tondello, RR Wehbe, L Diamond, M Busch… - Proceedings of the …, 2016 - dl.acm.org
Several studies have indicated the need for personalizing gamified systems to users'
personalities. However, mapping user personality onto design elements is difficult. Hexad is …

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 …

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 …

A game plan: Gamification design principles in mHealth applications for chronic disease management

AS Miller, JA Cafazzo, E Seto - Health informatics journal, 2016 - journals.sagepub.com
Effective chronic disease management is essential to improve positive health outcomes, and
incentive strategies are useful in promoting self-care with longevity. Gamification, applied …

Modeling the efficacy of persuasive strategies for different gamer types in serious games for health

R Orji, J Vassileva, RL Mandryk - User Modeling and User-Adapted …, 2014 - Springer
Persuasive games for health are designed to alter human behavior or attitude using various
Persuasive Technology (PT) strategies. Recent years have witnessed an increasing number …

Adaptive gamification for learning environments

E Lavoué, B Monterrat, M Desmarais… - IEEE Transactions on …, 2018 - ieeexplore.ieee.org
In spite of their effectiveness, learning environments often fail to engage users and end up
under-used. Many studies show that gamification of learning environments can enhance …

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 …