[HTML][HTML] Game on! A state-of-the-art overview of doing business with gamification

W Sharma, WM Lim, S Kumar, A Verma… - … Forecasting and Social …, 2024 - Elsevier
Gamification is the act of applying game-design elements to transform activities, products,
services, and systems in a way that provides the kind of experiences similar to those offered …

Measuring visual fatigue and cognitive load via eye tracking while learning with virtual reality head-mounted displays: A review

AD Souchet, S Philippe, D Lourdeaux… - International Journal of …, 2022 - Taylor & Francis
ABSTRACT Virtual Reality Head-Mounted Displays (HMDs) reached the consumer market
and are used for learning purposes. Risks regarding visual fatigue and high cognitive load …

Can gamification improve the virtual reality tourism experience? Analyzing the mediating role of tourism fatigue

Z Wei, J Zhang, X Huang, H Qiu - Tourism Management, 2023 - Elsevier
Although virtual reality (VR) technology has been increasingly applied in the tourism
industry, improving the VR experience of tourists remains a challenge. Based on two …

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 …

Can gamification help to improve education? Findings from a longitudinal study

LM Putz, F Hofbauer, H Treiblmaier - Computers in Human Behavior, 2020 - Elsevier
A goal of any educational measure is to improve students' capability to retain teaching
content. In this paper, we investigate the potential of gamification to foster knowledge …

Comparing success and engagement in gamified learning experiences via Kahoot and Quizizz

DO Göksün, G Gürsoy - Computers & Education, 2019 - Elsevier
The purpose of the present study was to investigate the reflections of gamification activities
that are used as a formative assessment tool based on academic achievement and student …

The impact of applying challenge-based gamification program on students' learning outcomes: Academic achievement, motivation and flow

OS Kaya, E Ercag - Education and Information Technologies, 2023 - Springer
Despite the growing attention towards gamification in learning context, challenge-based
gamification application has rarely been subjected to testing in education. In recognition of …

A framework for gamification in the metaverse era: How designers envision gameful experience

NJ Thomas, R Baral, OS Crocco, S Mohanan - … Forecasting and Social …, 2023 - Elsevier
Gamification uses principles extracted from games to elicit a unique game-like experience
for users in various settings, including learning, healthcare, and business. The 'gameful …

Having fun while receiving rewards?: Exploration of gamification in loyalty programs for consumer loyalty

J Hwang, L Choi - Journal of business research, 2020 - Elsevier
This study investigates whether and how gamification in loyalty programs (ie, gamified
loyalty programs) impacts consumer loyalty toward loyalty programs and behavioral …

Gameful Experience Questionnaire (GAMEFULQUEST): an instrument for measuring the perceived gamefulness of system use

J Högberg, J Hamari, E Wästlund - User modeling and user-adapted …, 2019 - Springer
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 …