Main gamification concepts: A systematic map** study

LF Rodrigues, A Oliveira, H Rodrigues - Heliyon, 2019 - cell.com
Gamification involves incorporating elements of online games, such as points, leaderboards,
and badges into non-game contexts, in order to improve engagement with both employees …

Suitability of the Kinect sensor and Leap Motion controller—A literature review

T Guzsvinecz, V Szucs, C Sik-Lanyi - Sensors, 2019 - mdpi.com
As the need for sensors increases with the inception of virtual reality, augmented reality and
mixed reality, the purpose of this paper is to evaluate the suitability of the two Kinect devices …

[HTML][HTML] Enhancing user engagement: The role of gamification in mobile apps

P Bitrián, I Buil, S Catalán - Journal of Business Research, 2021 - Elsevier
Organizations are increasingly making use of gamification to enhance users' engagement
with their mobile apps. However, more research into the mechanisms that facilitate user …

How to design gamification? A method for engineering gamified software

B Morschheuser, L Hassan, K Werder… - Information and Software …, 2018 - Elsevier
Context Since its inception around 2010, gamification has become one of the top technology
and software trends. However, gamification has also been regarded as one of the most …

Serious gaming for behaviour change: a systematic review

R Hammady, S Arnab - Information, 2022 - mdpi.com
Over the years, there has been a significant increase in the adoption of game-based
interventions for behaviour change associated with many fields such as health, education …

Experiences that matter? The motivational experiences and business outcomes of gamified services

T Wolf, WH Weiger, M Hammerschmidt - Journal of Business Research, 2020 - Elsevier
Digital service providers are increasingly “gamifying” their services (ie, enriching non-game
services with game elements) to foster additional user value in terms of specific user …

[HTML][HTML] The social effects of exergames on older adults: systematic review and metric analysis

J Li, M Erdt, L Chen, Y Cao, SQ Lee… - Journal of medical Internet …, 2018 - jmir.org
Background Recently, many studies have been conducted to investigate the effects of
exergames on the social well-being of older adults. Objective The aim of this paper is to …

Gamification in sport apps: the determinants of users' motivation

P Bitrián, I Buil, S Catalán - European Journal of Management and …, 2020 - emerald.com
Purpose Gamification is a tool with great potential to motivate individuals to increase their
physical activity. That is why sport apps for mobile devices, such as Nike+ or Strava, have …

Gamification in tourism and hospitality review platforms: How to RAMP up users' motivation to create content

R Bravo, S Catalán, JM Pina - International Journal of Hospitality …, 2021 - Elsevier
Tourism and hospitality review platforms use gamification to motivate individuals to create
user-generated content. However, the gamification-related motivational processes that drive …

[PDF][PDF] Gamification in health behavior change support systems-A synthesis of unintended side effects

M Schmidt-Kraepelin, S Thiebes… - Proceedings of the …, 2019 - serval.unil.ch
Gamification has become a popular and promising tool to positively impact the usage of
health behavior change support systems (HBCSSs). Fun and engaging components are …