Engagement in HCI: conception, theory and measurement

K Doherty, G Doherty - ACM computing surveys (CSUR), 2018 - dl.acm.org
Engaging users is a priority for designers of products and services of every kind. The need to
understand users' experiences has motivated a focus on user engagement across computer …

Gamification in the workplace: The central role of the aesthetic experience

A Suh, CMK Cheung, M Ahuja… - Journal of Management …, 2017 - Taylor & Francis
Although gamification in the workplace is burgeoning, organizations frequently have
difficulty sustaining user engagement with a gamified information system (IS). The focus of …

[КНИГА][B] Critical gaming: Interactive history and virtual heritage

E Champion - 2016 - taylorfrancis.com
This book explains how designing, playing and modifying computer games, and
understanding the theory behind them, can strengthen the area of digital humanities. This …

Inducing individuals to engage in a gamified platform for environmental conservation

HS Du, X Ke, C Wagner - Industrial Management & Data Systems, 2020 - emerald.com
Purpose This research draws on goal framing theory and gamification affordance to
understand how gamification design encourages users' continuous usage of information …

The impact of atmospheric cues on consumers' approach and avoidance behavioral intentions in social commerce websites

J Tang, P Zhang - Computers in Human Behavior, 2020 - Elsevier
Abstract Approach and avoidance are typical behavioral tendencies of consumers when
exposed to a new environment. Drawing on the stimulus-organism-response (SOR) …

Toward computer-aided affective learning systems: a literature review

CN Moridis, AA Economides - Journal of Educational …, 2008 - journals.sagepub.com
The aim of this survey is to provide an overview of the various components of “computer
aided affective learning systems.” The research is classified into 3 main scientific areas that …

[PDF][PDF] Factors affecting perceived persuasiveness of a behavior change support system

T Lehto, H Oinas-Kukkonen, F Drozd - 2012 - Citeseer
Despite the popularity of the technology acceptance and adoption studies, adoption of
persuasive systems has not been investigated from a theoretical perspective. In the present …

From freemium to premium: the roles of consumption values and game affordance

L Wang, Y Gao, J Yan, J Qin - Information Technology & People, 2021 - emerald.com
Purpose The purpose of this paper is to facilitate understanding of how to convert free
players to paid consumers in free-to-play games. Design/methodology/approach Drawing …

Uncovering the gamified customer experience in the retail environment

IK Disse, M Olsson - International Journal of Retail & Distribution …, 2023 - emerald.com
Purpose Retailers increasingly are using gamification to make the customer experience
(CX) more exciting and encourage favourable customer outcomes. This paper aims to …

Co-innovation platform affordances: Develo** a conceptual model and measurement instrument

K Abhari, EJ Davidson, B **ao - Industrial Management & Data …, 2017 - emerald.com
Purpose The importance of co-innovation platforms has been well established, but a valid
and reliable instrument to measure the affordances of these platforms for co-innovation …