Related papers: Removing Gamification: A Research Agenda
This article identifies a gap between the existence of a various psychometric tests approaches and other team performance assessment tools (e.g. business and management games). As a response to the lack of tools able to utilize the…
Gamification has been applied in software engineering to improve quality and results by increasing people's motivation and engagement. A systematic mapping has identified research gaps in the field, one of them being the difficulty of…
Very few details about point systems used in games for health are reported in scientific literature. To shed some light on this topic a bibliometric study, analyzing the papers containing terms related to games for health and point systems…
Video games have played a crucial role in entertainment since their development in the 1970s, becoming even more prominent during the lockdown period when people were looking for ways to entertain them. However, at that time, players were…
As the significance of Software Engineering (SE) professionals continues to grow in the industry, the adoption of gamification techniques for training purposes has gained traction due to its potential to enhance class appeal through…
Although personalization is widely advocated in gamified learning, empirical evidence on how learner characteristics and task context shape motivational preferences remains limited. This study examines how user characteristics and learning…
Approachability has become a standard tool in analyzing earning algorithms in the adversarial online learning setup. We develop a variant of approachability for games where there is ambiguity in the obtained reward that belongs to a set,…
In recent years, there has been a growing interest in games on graphs within the research community, fueled by their relevance in applications such as economics, politics, and epidemiology. This paper aims to comprehensively detail the…
Current "social acceptability" guidelines for interactive technologies advise against certain, seemingly problematic forms of interaction. Specifically, "suspenseful" interactions, characterized by visible manipulations and invisible…
We consider the computational complexity of the question whether a certain strategy can be removed from a game by means of iterated elimination of dominated strategies. In particular, we study the influence of different definitions of…
Despite significant popularity, the bug bounty process has remained broadly unchanged since its inception, with limited implementation of gamification aspects. Existing literature recognises that current methods generate intensive resource…
This paper presents a longitudinal ethical analysis of Untappd, a social drinking application that gamifies beer consumption through badges, streaks, and social sharing. Building on an exploratory study conducted in 2020, we revisit the…
Before the computer age, games were played in the physical world where players would have to interact with real objects and each other, triggering a series of emotions. Nowadays, the computer games have become one of the most popular forms…
Over the last several decades, computer games started to have a significant impact on society. However, although a computer game is a type of software, the process to conceptualize, produce and deliver a game could involve unusual features.…
This study investigates learners' preferences for game design elements (GDEs) in educational contexts to inform the development of purpose-driven gamification strategies. It emphasizes a learner-centered approach that aligns gamification…
Today, the large number of players and the high computational requirements of video games have motivated research on Green Video Games. We present a survey that provides an overview of this recent research area. A total of 2,637 papers were…
Health wearables in combination with gamification enable interventions that have the potential to increase physical activity -- a key determinant of health. However, the extant literature does not provide conclusive evidence on the benefits…
In higher education, gamification offers the prospect of providing a pivotal shift from traditional asynchronous forms of engagement, to developing methods to foster greater levels of synchronous interactivity and partnership between and…
The popularity of computer games is remarkably high and is still growing every year. Despite this popularity and the economical importance of gaming, research in game design, or to be more precise, of game mechanics that can be used to…
Research has established increased engagement and positive behavioral, attitudinal, and learning outcomes from educational games. Although engagement begets these benefits, there is a lack of research on how students engage with educational…