Related papers: Does gamification affect flow experience? A system…
Quantitative analysis of Game User eXperience (GUX) is important to the game industry. Different from the typical questionnaire analysis, this paper focuses on the computational analysis of GUX. We aim to analyze the relationship between…
Researchers often attribute social media's appeal to its ability to elicit flow experiences of deep absorption and effortless engagement. Yet prolonged use has also been linked to distraction, fatigue, and lower mood. This paradox remains…
Management education scholarship has long outlined the need to enhance student engagement and participation in business schools, using more innovative teaching practices. This is increasingly motivating scholars to strive for more…
Software game is a kind of application that is used not only for entertainment, but also for serious purposes that can be applicable to different domains such as education, business, and health care. Although the game development process…
This article presents an overview of the main gamification projects for digital libraries, either for tagging or OCR correction. This overview is followed by a state of the art with functionalities, motivations, sociology of contributors…
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…
Exploratory testing, known for its flexibility and ability to uncover unexpected issues, often faces challenges in maintaining systematic coverage and producing reproducible results. To address these challenges, we investigate whether…
While much of the research in digital games has emphasized hedonic experiences, such as flow, enjoyment, and positive affect, recent years have seen increased interest in eudaimonic gaming experiences, typically mixed-affect and associated…
We explore novel game mechanics and techniques in the domain of gamified and game-based mobile mental health applications. By combining modern game design elements with techniques applied by practitioners (e.g., therapists) and known…
In this work, I use a survey of senior visualization researchers and thinkers to ideate about the notion of progress in visualization research: how are we growing as a field, what are we building towards, and are our existing methods…
This paper presents results from the design and testing of an educational version of Quantum Moves, a Scientific Discovery Game that allows players to help solve authentic scientific challenges in the effort to develop a quantum computer.…
Automatic text summarization has enjoyed great progress over the years and is used in numerous applications, impacting the lives of many. Despite this development, there is little research that meaningfully investigates how the current…
The rapid development of technology has introduced new formats of human-computer interaction, which have in turn produced many new forms of media and a whole new field of interactive multimedia. One of the major mediums that has grown in…
In visualization education, both science and humanities, the literature is often divided into two parts: the design aspect and the analysis of the visualization. However, we find limited discussion on how to motivate and engage…
As technology increasingly aligns with users' personal values, traditional models of usability, focused on functionality and specifically effectiveness, efficiency, and satisfaction, may not fully capture how people perceive and evaluate…
This study designed a personality-based gamification model for E-learning systems. It also implemented the model and evaluated the performance of the gamification model implemented. These were with a view to developing a model for gamifying…
Software Engineering courses play an important role for preparing students with the right knowledge and attitude for software development in practice. The implication is far reaching, as the quality of the software that we use ultimately…
With respect to digital games, older adults are a demographic that is often underserved due to an industry-wide focus on younger audiences' preferences and skill sets. Meanwhile, as artificial intelligence (AI) continues to expand into…
Motivational digital systems offer capabilities to engage and motivate end-users to foster behavioral changes towards a common goal. In general these systems use gamification principles in non-games contexts. Over the years, gamification…
Employees face decisions every day - in the absence of supervision. The outcome of these decisions can be influenced by digital workplace design through the power of persuasive technology. This paper provides a structured literature review…