Related papers: Gamifying Testing in IntelliJ: A Replicability Stu…
Web applications play a crucial role in our daily lives, making it essential to employ testing methods that ensure their quality. Typically, Web testing automation frameworks rely on locators to interact with the graphical user interface,…
This study explores the role of gamification in enhancing academic library services in India by surveying library leaders across various institutions. Using game-like elements in non-game contexts, gamification can boost user engagement and…
In recent years, studies in different areas have used gamification to improve users' flow experience. However, due to the high variety of the conducted studies and the lack of secondary studies (e.g., systematic literature reviews) in this…
More and more learning apps like Duolingo are using some form of gamification (e.g., badges, points, and leaderboards) to enhance user learning. However, they are not always successful. Gamification misuse is a phenomenon that occurs when…
In games, as in and many other domains, design validation and testing is a huge challenge as systems are growing in size and manual testing is becoming infeasible. This paper proposes a new approach to automated game validation and testing.…
The aim of the current work is to assess the challenges that gamification in education are facing nowadays. Benefits and disadvantages of using gamification in classroom are both discussed to offer a clearer view on the impact of using…
In recent years, the integration of gamification into educational settings has garnered significant attention as a means to enhance student engagement and learning outcomes. By leveraging gamified elements such as points and leaderboards,…
The Global Games Jam (GGJ) attracts many people who are passionate about games development, coming from a range of educational backgrounds. Therefore, the event can be experienced by novices and student developers as an opportunity for…
Social software solutions in enterprises such as IBM Connections are said to have the potential to support communication and collaboration among employees. However, companies are faced to manage the adoption of such collaborative tools and…
Gamification is an emerging design principle for information systems where game design elements are applied to non-game contexts. IS researchers have suggested that the IS discipline must study this area but there are other applications…
Organizations highly depend on enterprise systems (ES), which are unlikely to develop their full potential if end-users neglect system usage. Accordingly, organizations attempt to overcome barriers to end-user acceptance in the ES context,…
Gamification has the potential to make significant contributions to financial product delivery, Fintech services, and inclusive growth. The integration of gamification into FinTech applications has shown a positive correlation with the…
This study employs gamified experiments to investigate and refine the Schelling Model of Segregation, a framework that demonstrates how individual preferences can lead to systemic segregation. Using a movement selection algorithm derived…
Context: While most research shows positive effects of gamification, the focus on its adverse effects is considerably smaller and further understanding is needed. Objective: To provide a comprehensive overview on research reporting negative…
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…
The mastery of Hijaiyah letters is a crucial foundation for reading and comprehending the Quran, yet conventional pedagogical approaches based on repetitive memorization frequently struggle to maintain the engagement of young learners in…
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…
Gamification is frequently used to motivate people getting more physically active. However, most systems follow a one-size-fits-all gamification approach, although past research has shown that interpersonal differences exist in the…
Most scientists are aware that, in addition to the traditional and subscription-based publication model, there is also the possibility of publishing their research in open access. Various surveys show that scientists are in favour of this…
Games are challenging for Reinforcement Learning~(RL) agents due to their reward-sparsity, as rewards are only obtainable after long sequences of deliberate actions. Intrinsic Motivation~(IM) methods -- which introduce exploration rewards…