Results for 'Gamification'

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  1. Gamification of Labor and the Charge of Exploitation.Tae Wan Kim - 2018 - Journal of Business Ethics 152 (1):27-39.
    Recently, business organizations have increasingly turned to a novel form of non-monetary incentives—that is, “gamification,” which refers to a motivation technique using video game elements, such as digital points, badges, and friendly competition in non-game contexts like workplaces. The introduction of gamification to the context of human resource management has immediately become embroiled in serious moral debates. Most notable is the accusation that using gamification as a motivation tool, employers exploit workers. This article offers an in-depth analysis (...)
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  2.  17
    (1 other version)Gamification and the virtue of perspective.Elizabeth Stewart - 2025 - Ethics and Information Technology 28 (1).
    Gamification offers us many benefits, but not without important trade-offs. Nguyen (2021) argues that gamification can alter the nature of the gamified activity in ways that may undermine the game-user’s original aims. Another trade-off is the risk of “value capture”: the exchange of rich, subtle, and personalized values for simplified, often quantified, values that often fail to reflect individuals’ unique circumstances (Nguyen, 2024). How can we harness the benefits of gamification while resisting value capture? In this article, (...)
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  3.  73
    Gamification as transformative assessment in higher education.Erna Oliver - 2017 - HTS Theological Studies 73 (3):15.
    Gamification in education is still a very new concept in South Africa. Being a 21st-centuryinvention, it has already established itself in the world within the environs of the corporatemarket, marketing, training and the social world. This article will first discuss gamification(and all its other designations) and its applications in general; thereafter, the focus will be onthe application of gamification within the environment of education, and more specificallywith an emphasis on assessment. The burning question for South Africa is (...)
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  4.  52
    Gamification in Rehabilitation: The Role of Subjective Experience in a Multisensory Learning Context – A Narrative Review.Luigi Murena, Manuela Deodato & Giulia Sgubin - 2023 - Gestalt Theory 45 (1-2):121-137.
    Game-based approaches are emerging in many fields, such as education, social sciences, marketing and government. Most studies debate its role in consolidating learning, guided by both internal and external rewards. These approaches are also being applied in rehabilitation, where patients must undergo a re-learning process of motor gestures after an injury to a body structure. In physiotherapy, much importance is given to analytical-functional movement aspects, but less to the recovery of the complete experience, including motivation, perception, and emotional experience of (...)
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  5.  99
    The Gamification of Political Participation.Wulf Loh - 2019 - Moral Philosophy and Politics 6 (2):261-280.
    Political participation lies at the heart of normative democratic theory. To foster participatory interactions between citizens, some advocates and designers are resorting to gamification as the use of psycho-motivational involvement strategies from games in non-game contexts. The hope is that through gamification mechanisms, citizens will be drawn more easily towards participation platforms, apps, and digital services, as well as remain there longer, thereby effectively enhancing participation numbers and time. In this article, I will explore the potential problems of (...)
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  6.  39
    Rethinking Gamification within a Genealogy of Governmental Discourses.Justin Nony - 2025 - Open Philosophy 8 (1):73-100.
    The aim of this article is to explore the benefits of a genealogical approach of gamification in our understanding of government and its history. Since gamification is as much a discourse on the game as a project of governmentality, to make its genealogy in the field of the history of ideas is about understanding to which problems such discourses are aimed to answer and how. To point out the value of this historicization, the first part will expose some (...)
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  7. Manipulative Design Through Gamification.W. Jared Parmer - 2022 - In Michael Klenk & Fleur Jongepier, The Philosophy of Online Manipulation. Routledge. pp. 216-234.
    Gamification calls for cogent philosophical analysis and is a valuable opportunity to explore manipulative design, in which users are manipulated into doing something by using an artifact just as it is designed to be used. This chapter analyzes gamification as the implementation of inducements to striving play in artifacts that are not themselves games. Implementing such inducements is a species of a more generic form of design in which users are provided with tools for reasoning, along with scaffolding (...)
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  8. Gamification, Side Effects, and Praise and Blame for Outcomes.Sven Nyholm - 2024 - Minds and Machines 34 (1):1-21.
    Abstract“Gamification” refers to adding game-like elements to non-game activities so as to encourage participation. Gamification is used in various contexts: apps on phones motivating people to exercise, employers trying to encourage their employees to work harder, social media companies trying to stimulate user engagement, and so on and so forth. Here, I focus on gamification with this property: the game-designer (a company or other organization) creates a “game” in order to encourage the players (the users) to bring (...)
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  9.  7
    Gamification Marketing – Essence, Types of Activities, Examples of Application.Aleksandra Olejarz - 2025 - Avant: Trends in Interdisciplinary Studies 16 (2).
    The increasing popularity of digital games has also led to a concomitant rise in the popularity of gamification-based marketing strategies. The integration of gamification into marketing strategies has emerged as a potent method to engage both existing and prospective customers, thereby exerting a transformative influence on brand identity. Despite the expanding role of gamification, a lacuna persists in the extant academic literature concerning gamification in marketing, particularly with regard to the forms of gamification employed and (...)
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  10.  89
    The Gamification of Games and Inhibited Play.Karl Egerton - 2025 - Open Philosophy 8 (1):1-18.
    Gamification has been touted as a revolutionary technique for promoting education, fitness, work, and more, but has also been argued to harm the very areas it claims to improve. Thus, the importance of reflection on gamification in different contexts is clear; in this article, I examine gamification within games themselves. While it may be thought that gamifying a game is either impossible or trivial, articulating its possibility allows us to uncover its impacts. I first explore some definitions (...)
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  11. The Ethics of Gamification in a Marketing Context.Andrea Stevenson Thorpe & Stephen Roper - 2019 - Journal of Business Ethics 155 (2):597-609.
    Gamification is an increasingly common marketing tool. Yet, to date, there has been little examination of its ethical implications. In light of the potential implications of this type of stealth marketing for consumer welfare, this paper discusses the ethical dilemmas raised by the use of gamified approaches to marketing. The paper draws on different schools of ethics to examine gamification as an overall system, as well as its constituent parts. This discussion leads to a rationale and suggestions for (...)
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  12.  38
    Gamification as a Tool to Improve Vocabulary in English Language in High-School Students.Bautista-Luis Laura & Pena-Aguilar Juan Manuel - forthcoming - Evolutionary Studies in Imaginative Culture:486-493.
    Gamification has gained popularity among educators who perceive it as a useful tool for carrying out the teaching-learning process optimally. The lack of positive results in the learning of English as a foreign language has become one of the main challenges Mexico faces considered the language as a priority. English teachers know the importance of finding options to present new words to students in a way they could learn appropriately. Vocabulary is a meaningful key of language learning, based on (...)
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  13. Gamification of a person’s spatial and temporal existence in the context of virtual reality.Oksana Novikova - 2021 - Sotsium I Vlast 4:128-137.
    The article considers the spatial and temporal changes manifested in the virtual form of gamification of existence. The definition of the virtual form of gamification of existence is given. On the basis of included observation, the spatial and temporal transformations of socio-cultural reality are rethought, and the philosophical-anthropological approach makes it possible to establish the dependence of the strategies of individual and group behaviour on the inclusion of game actions in the virtual existence. The analysis of the virtual (...)
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  14.  96
    Gamification of human being in the context of digital culture.Oksana Novikova - 2020 - Sotsium I Vlast 5:78-85.
    Introduction and purpose of the study. The article is focused analyzing the phenomenon of gamification of human being in the context of current changes in digital culture. The author reveals anthropological consequences of this phenomenon. Methods. Methods of scientific research, making it possible to identify and characterize anthropological consequences of digitalization of human being and culture, are philosophical, anthropological and cultural analyses. Scientific novelty of the research. The author describes the virtual form of gamification of human being, presented (...)
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  15.  66
    Gamification in mobile-assisted language learning: A systematic review of Duolingo literature from public release of 2012 to early 2020.Mitchell Shortt, Shantanu Tilak, Irina Kunzetcova, Bethany Martens & Babatunde Akinkoulie - 2021 - Journal of Computer Assisted Language Learning 36 (3):517-554.
    More than 300 million people use the gamified mobile-assisted language learning (MALL) application (app) Duolingo. The challenging tasks, reward incentives, systematic levels, and the ranking of users according to their achievements are just some of the elements that demonstrate strong gamification elements within this popular language learning application. This application’s pervasive reach, flexible functionality, and freemium business model has brought significant attention to gamification in MALL. The present systematic review aims to summarize different methods, frameworks, settings, and research (...)
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  16.  28
    Subversive Gamification.Mathias Fuchs - 2018 - In Daniel Cermak-Sassenrath, Playful Disruption of Digital Media. Singapore: Springer Singapore. pp. 181-191.
    Since the beginning of this decade, Gamification has become a buzzword for Marketing, advertising and behavioural management, but also an accurate description of a fundamental shift in modern Society: “Gamification is the permeation of Society with methods, metaphors and attributes of games” (Fuchs 2012). Game design elements, Rule structures Ludic design interfaces are exceedingly used by corporations to create and manage BrandLoyalty and to increase profits. This chapter aims at stirring up common Sense notions of Gamification as (...)
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  17.  63
    Gamification and customer experience in online retail: a qualitative study focusing on ethical perspective. Sheetal, Rimjim Tyagi & Gursimranjit Singh - 2023 - Asian Journal of Business Ethics 12 (1):49-69.
    This paper aims to investigate the effect of gamification in engaging and motivating consumers for online shopping and also the use of gamification to enhance sales. Moreover, this study has also explored the ethical concerns in gamified marketing. This is a qualitative study to investigate the effect of gamification during online shopping and the ethical issues involved in gamified marketing. Semi-structured interviews with ten gamification experts are conducted and analyzed through NVivo. The themes that emerged from (...)
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  18.  52
    Gamification in the Informal Learning Space of Higher Education.Olesia Sadovets, Olena Martynyuk, Olha Orlovska, Halyna Lysak, Svitlana Korol & Maryna Zembytska - 2022 - Postmodern Openings 13 (1):330-350.
    The article explores the way gamification transforms the informal learning space of the higher education institutions inspired by information technologies and the all-consuming digitalization of human society. An overview is presented of the existing ideas about gamification in the context of the digital transformation of higher education. It is established that the effective use of gamification as a learning technique in the context of digital transformation of higher education contributes to the implementation of its core principles. We (...)
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  19.  11
    Gamification: Spielerisch gegen die Klimakrise.Ben Lenk-Ostendorf - 2024 - In Kai Gondlach, Birgit Brinkmann, Mark Brinkmann & Julia Plath, Regenerative Zukünfte und künstliche Intelligenz: Band 1: PLANET. Wiesbaden: Springer Fachmedien Wiesbaden. pp. 305-318.
    Klimaschutz ist dringend, darum fassen wir schnell das Wichtigste zu Gamification und Klimaschutz zusammen. Gamification wirkt und wir können ihre Kräfte für den Klimaschutz einsetzen. Konkret können wir damit Menschen dabei helfen, Wissen zu gewinnen (Huang et al.,.Educational Technology Research and Development 68:1875–1901, 2020; Sailer und Homner,.Educational Psychology Review 32:77–112, 2020), ihre Motivation und auch ihr Verhalten positiv zu beeinflussen (Ritzhaupt et al.,.Educational Technology Research and Development 69:2493–2522, 2021). Wenn man Gamification einsetzen möchte, lohnt es sich, die (...)
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  20.  38
    Gamification as Online Teaching Strategy During COVID-19: A Mini-Review.Francisco Antonio Nieto-Escamez & María Dolores Roldán-Tapia - 2021 - Frontiers in Psychology 12.
    The ongoing pandemic caused by coronavirus disease 2019 has enforced a shutdown of educative institutions of all levels, including high school and university students, and has forced educators and institutions to adapt teaching strategies in a hasty way. This work reviews the use of gamification-based teaching during the pandemic lockdown through a search in Scopus, PsycINFO, ERIC, and Semantic Scholar databases. A total of 11 papers from Chemistry, Business, Computer Science, Biology, and Medical areas have been identified and included (...)
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  21.  15
    Expanded Gamification: Analysis of its Characteristics in Dating Applications and its Effects on Affectivity.Joaquín Linne - 2026 - Astrolabio: Nueva Época 36:204-227.
    Gamificação Expandida: Análise de suas Características em Aplicativos de Namoro e seus Efeitos na Afeição Este artigo explora a gamificação em aplicativos de serviço, particularmente em aplicativos de namoro. Metodologicamente, foram realizadas 20 entrevistas em profundidade com jovens adultos da Área Metropolitana de Buenos Aires, bem como observações e análises de interfaces e 2000 perfis em aplicativos de namoro. Com base na revisão do estado da arte e no trabalho de campo, são fornecidas evidências, reflexões e análises em torno das (...)
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  22.  24
    Gamification Strategies at the Service of Knowledge Management.Lira Isis Valencia Quecano - 2022 - Human Review. International Humanities Review / Revista Internacional de Humanidades 13 (6):1-12.
    La presente investigación busca analizar la implementación de estrategias gamificadas en el modelo de gestión del conocimiento a nivel organizacional. Como metodología se realizó una revisión literaria mediante el análisis de la identificación y transmisión del conocimiento, medios y tecnología, toma de decisiones, cultura organizacional y competencia. Se obtuvo 50 artículos sobre el uso de la gamificación y la gestión del conocimiento. Los resultados identifican sus aportes en la apropiación, socialización y transferencia del conocimiento, en el capital humano. Finalmente, se (...)
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  23. Recommendations for Implementing Gamification for Mental Health and Wellbeing.Vanessa Wan Sze Cheng - 2020 - Frontiers in Psychology 11.
    Gamification is increasingly being proposed as a strategy to increase engagement for mental health and wellbeing technologies. However, its implementation has been criticized as atheoretical, particularly in relation to behavior change theory and game studies theories. Definitions of the term “gamification” vary, sometimes widely, between and within academic fields and the effectiveness of gamification is yet to be empirically established. Despite this, enthusiasm for developing gamified mental health technologies, such as interventions, continues to grow. There is a (...)
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  24.  54
    Gamification as a Sustainable Source of Enjoyment During Balance and Gait Exercises.Katinka van der Kooij, Rosanne van Dijsseldonk, Milou van Veen, Frans Steenbrink, Coen de Weerd & Krista E. Overvliet - 2019 - Frontiers in Psychology 10.
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  25.  29
    Gamification and the Ambiguities of Digital Play in Contemporary Fiction.Marco Caracciolo - 2025 - Substance 54 (3):34-52.
    Uncertainty and ambiguity are central dimensions of play. In video-game design and experience, they are dramatically amplified by the material uncertainties built into digital technologies. This article explores the ways in which contemporary fiction imagines and negotiates the ambiguity of digital play. Building on Brian Sutton-Smith’s play theory, I examine how the literary imagination invokes, combines, and opposes many of the discourses that coalesce around play in contemporary culture. Discussing fiction’s engagement with both video-game design and larger gamifying trends, I (...)
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  26.  91
    Citizen Science and Gamification.Karola V. Kreitmair & David C. Magnus - 2019 - Hastings Center Report 49 (2):40-46.
    According to the mainstream conception of research involving human participants, researchers have been trained scientists acting within institutions and have been the individuals doing the studying, while participants, who are nonscientist members of the public, have been the individuals being studied. The relationship between the public and scientists is evolving, however, giving rise to several new concepts, including crowdsourcing and citizen science. In addition, the practice of gamification has been applied to research protocols. The role of gamified, crowdsourced citizen (...)
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  27.  40
    Moral Roleplaying and Gamification of the Moral Space.Michael Moehler - 2026 - Pacific Philosophical Quarterly 107 (1):2-11.
    This article, based on multilevel social contract theory, advances a novel notion of moral agency for morally pluralistic societies. The notion considers moral agency to be not only socially embedded, modular, and fluid but also at times, to require the adoption of certain ends, at least temporarily, for successful social cooperation. Engaging in such “moral roleplaying,” and, in this sense, gamifying the social moral space, allows for moral differentiation and discourse, facilitating the reconciliation of conflicting moral directives and the construction (...)
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  28.  75
    Gamification: A non-Duty Incentive.Çiğdem Özkan Sev - 2023 - Beytulhikme An International Journal of Philosophy 13 (13:4):261-289.
    “Sıkıcı kabul edilen ciddi iş yahut etkinliklere eğlenceli addedilen ciddiyetsiz oyun öğeleri bulaştırarak, söz konusu iş yahut etkinliklere yönelik şevki artırmaya, onlardan daha fazla verim almaya çalışmanın genel adı” olarak tarif edilebilecek olan oyunlaştırma, dâhilî oyunlaştırma, haricî oyunlaştırma, davranış değişikliği yaratmayı hedefleyen oyunlaştırma olmak üzere üçe ayırılabilir. Bunların arasında dâhilî oyunlaştırma, oyunlaştırılmış iş yerlerinde çalışanların çalışma şevk ve iş tatminini, dolayısıyla verimliliği artırmakla; haricî oyunlaştırma şirket veya kurumlar için hedef kitlenin müşteri memnuniyetini ve/veya marka sadakatini artırmakla; davranış değişikliği yaratmayı hedefleyen (...)
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  29.  53
    Redemption Through Play? Exploring the Ethics of Workplace Gamification.Nick Butler & Sverre Spoelstra - 2024 - Journal of Business Ethics 193 (2):259-270.
    Today, it is becoming increasingly common for companies to harness the spirit of play in order to increase worker engagement and improve organizational performance. This paper examines the ethics of play in a business context, focusing specifically on the phenomenon of workplace gamification. While critics highlight ethical problems with gamification, they also advocate for more positive, transformative, and life-affirming modes of organizational play. Gamification is ethical, on this view, when it allows users to reach a state of (...)
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  30. Gamification in Learning and Education: Enjoy Learning Like Gaming.Jingjing Hu - 2020 - British Journal of Educational Studies 68 (2):265-267.
  31.  17
    Paradox in the process of gamification and its consequences within the play–game–sport triad.Emanuel Hurych - forthcoming - Journal of the Philosophy of Sport:1-16.
    Gamification is commonly defined as the use of game-derived elements in non-game contexts. This instrumental definition, however, does not fully explain why gamified activities often acquire playful or gameful characteristics despite not being designed as games. Drawing on the philosophy of sport and the conceptual triad of play–game–sport, this article examines this tension and argues that gamification contains a structural paradox: game-derived elements are introduced for instrumental purposes, yet they frequently elicit ludic attitudes that reshape the activity beyond (...)
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  32. Gamification of Learning Deactivates the Default Mode Network.Paul A. Howard-Jones, Tim Jay, Alice Mason & Harvey Jones - 2015 - Frontiers in Psychology 6.
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  33.  66
    Gamification for Internet Gaming Disorder Prevention: Evaluation of a Wise IT-Use (WIT) Program for Hong Kong Primary Students.Chor-lam Chau, Yvonne Yin-yau Tsui & Cecilia Cheng - 2019 - Frontiers in Psychology 10.
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  34. On Semantic Gamification.Ignacio Ojea Quintana - 2017 - In S. Ghosh & S. Prasad, Logic and its Applications, Lecture Notes in Computer Science 10119. Springer.
    The purpose of this essay is to study the extent in which the semantics for different logical systems can be represented game theoretically. I will begin by considering different definitions of what it means to gamify a semantics, and show completeness and limitative results. In particular, I will argue that under a proper definition of gamification, all finitely algebraizable logics can be gamified, as well as some infinitely algebraizable ones (like Łukasiewicz) and some non-algebraizable (like intuitionistic and van Fraassen (...)
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  35.  54
    OntoGamif: A modular ontology for integrated gamification.Rokia Bouzidi, Antonio De Nicola, Fahima Nader & Rachid Chalal - 2019 - Applied ontology 14 (3):215-249.
    Gamification is known as the use of game design elements in non-game contexts. It has gained a great interest from both industrials and academics during the last years due to its role in increasing...
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  36. Love, Games and Gamification: Gambling and Gaming as Techniques of Modern Romantic Love.Lee Mackinnon - 2022 - Theory, Culture and Society 39 (6):121-137.
    A number of authors claim that Western European modern romantic love has been ‘gamified’ by digital apps and platforms, resulting in a ludic market logic that is increasingly compulsive and even addictive. This paper will suggest that modern romantic love was, in fact, predicated on games, particularly games of chance and competition. These games are seen to provide a number of functions, including homosocial bonding, the vindication of personal responsibility, and bringing about the probability of the improbable. The paper examines (...)
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  37.  55
    Initiating count down - gamification of academic integrity.Priyanka Harish, Ajrina Hysaj, Soly Mathew Biju, Shivadas Sivasubramaniam, Dita Henek Dlabolová, Sandra F. Gomes, Sonja Bjelobaba, Jarret Dyer & Zeenath Reza Khan - 2021 - International Journal for Educational Integrity 17 (1).
    Any problem is a problem until a solution is designed and implemented. This paper reports on a workshop that highlights preliminary work done by the working group on Gamification in the scope of European Network for Academic Integrity, which aims to explore the possibility of developing and testing a gamified learning module on academic integrity values. In this paper, the group aims to look at proposing steps we are currently using to develop storyboards of scenarios for the first phase (...)
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  38.  64
    DoGood: examining gamification, civic engagement, and collective intelligence.Sebastian Rehm, Marcus Foth & Peta Mitchell - 2018 - AI and Society 33 (1):27-37.
    The mobile internet provides new and easier ways for people to organise themselves, raise issues, take action, and interact with their city. However, lack of information or motivation often prevents citizens from regularly contributing to the common good. In this paper, we present DoGood, a mobile app that aims at motivating citizens to join civic activities in their local community. Our study asks to what extent gamification can motivate users to participate in civic activities. The term civic activity is (...)
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  39.  32
    Beyond ‘striving play’ and ‘playfulness’: gamification as social fetish. A critical reading of Nguyen and Ridge.Paulo Antunes - forthcoming - Journal for Cultural Research:1-16.
    The philosophical debate between C. Thi Nguyen and Michael Ridge defines the contemporary ethical landscape of gamification: Nguyen’s ‘value capture’ diagnoses its reductive dangers, while Ridge’s ‘playfulness’ advocates for its liberating potential. This article argues that despite their sophistication, both frameworks are constrained by a form of methodological individualism, analysing gamification primarily as a problem of applied design or agential psychology. By demonstrating how this focus obscures the social logic that gamification operationalises, we expose the need to (...)
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  40. From Past to Present: A study of AI-driven gamification in heritage education.Sepehr Vaez Afshar, Sarvin Eshaghi, Mahyar Hadighi & Guzden Varinlioglu - 2024 - 42Nd Conference on Education and Research in Computer Aided Architectural Design in Europe: Data-Driven Intelligence 2:249-258.
    The use of Artificial Intelligence (AI) in educational gamification marks a significant advancement, transforming traditional learning methods by offering interactive, adaptive, and personalized content. This approach makes historical content more relatable and promotes active learning and exploration. This research presents an innovative approach to heritage education, combining AI and gamification, explicitly targeting the Silk Roads. It represents a significant progression in a series of research, transitioning from basic 2D textual interactions to a 3D environment using photogrammetry, combining historical (...)
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  41.  37
    Gamification and Value Capture.C. Thi Nguyen - 2020 - In Games: Agency as Art. New York: Oxford University Press. pp. 189-215.
    Games work in the medium of agency; this chapter explores the special dangers of that medium. Understanding the value of games will show us why the gamification of ordinary life is problematic. Games can offer us seductive experiences of value clarity. In games, values are clear, and our achievements are usually quantifiable and rankable. We know exactly what we are doing, and why. This is unproblematic, as long as it is confined to the gaming context. But it is quite (...)
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  42.  23
    The virtual campus and gamification of the teaching/learning process.Mª José Serrano García - 2022 - Human Review. International Humanities Review / Revista Internacional de Humanidades 12 (1):1-15.
    Este artículo expone el resultado de la puesta en práctica de una metodología docente novedosa a través de la que se busca superar las dificultades que el proceso de enseñanza/aprendizaje encuentra en las asignaturas jurídicas que forman parte de los grados universitarios no jurídicos. Comienza destacando el papel que tienen las tecnologías de la información y la comunicación en dicho proceso y, significativamente, el campus virtual. Seguidamente, desgrana cada uno de los elementos de la metodología docente aplicaba, entre los que (...)
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  43.  47
    Progressive Training for Motor Imagery Brain-Computer Interfaces Using Gamification and Virtual Reality Embodiment.Filip Škola, Simona Tinková & Fotis Liarokapis - 2019 - Frontiers in Human Neuroscience 13:460265.
    This paper presents a gamified motor imagery brain-computer interface (MI-BCI) training in immersive virtual reality. Aim of the proposed training method is to increase engagement, attention, and motivation in co-adaptive event-driven MI-BCI training. This was achieved using gamification, progressive increase of the training pace, and virtual reality design reinforcing the body ownership transfer (embodiment) into the avatar. From the 20 healthy participants performing 6 runs of 2-class MI-BCI training (left/right hand), 19 were trained for a basic level of MI-BCI (...)
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  44.  63
    Competitive Debate as Innovation in Gamification and Training for Adult Learners: A Conceptual Analysis.Guillermo A. Sánchez Prieto, María José Martín Rodrigo & Antonio Rua Vieites - 2021 - Frontiers in Psychology 12:666871.
    Adult learners demand teaching innovations that are ever more rapid and attractive. As a response to these demands and the challenges of skills training, this article presents a conceptual analysis that introduces competitive debate as an impact training model. The aim is to learn whether debate can be considered to fall within the frame of gamification, so that the full potential of debate as gamification can be exploited. There is a significant research gap regarding competitive debate as a (...)
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    Enhancing Consumer Online Purchase Intention Through Gamification in China: Perspective of Cognitive Evaluation Theory.Yan Xu, Zhong Chen, Michael Yao-Ping Peng & Muhammad Khalid Anser - 2020 - Frontiers in Psychology 11.
    The application of game elements of gamification in online shopping is attracting interest from researchers and practitioners. However, it remains unclear how gamification affects and improves consumer purchase intention on online shopping platforms, which still leaves a gap in our knowledge. To narrow this theoretical gap, a theoretical model has been built in this study. This model adopts cognitive evaluation theory to explain the impact of gamification elements on consumer purchase intention. Data was collected from 322 online (...)
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  46.  16
    Multilingualism, Multimodality, and Gamification: Pathways to Democratising Educational Spaces.Ulrike Zeshan - 2025 - In Sangeeta Bagga-Gupta, The Palgrave Handbook of Decolonising the Educational and Language Sciences. Cham: Springer Nature Switzerland. pp. 461-498.
    In this chapter, democratisationDemocratisation of educational spaces means that we welcome non-standard entrants into professional roles in education. Teaching and designing learning can be done by people without the usual (post)graduate pedagogical qualifications. Educational research can be done by people who do not have PhD degrees and formal training in research methods. But how do we go about opening up educational spaces and pushing these boundaries? What about legitimacy, accreditation and rigour? To engage with such questions, it is enlightening to (...)
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    The Role of Gamification in Teacher Training for Educational Inclusion.Mayra Tatiana Acosta Yela, Roxana Maribel Manrique Toro, José Rodríguez Triviño & Efrén Alejandro Viteri Chiriboga - forthcoming - Evolutionary Studies in Imaginative Culture:1442-1453.
    This research sought to evaluate the impact of a gamified resource program on inclusive education learning and the strengthening of inclusive skills in university students in the city of Machala, Ecuador; focusing on knowledge and understanding. The research has a quantitative approach, with a quasi-experimental design, used an Educational Inclusion questionnaire with multiple options which was based on a Likert scale, was used as a data collection instrument, with a representative sample of 60 students of the seventh semester of the (...)
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    Constant beyond Gamification: Deep Play in Political Activism.Margarete Jahrmann - 2018 - In Daniel Cermak-Sassenrath, Playful Disruption of Digital Media. Singapore: Springer Singapore. pp. 193-209.
    PlayfulPlayful practices in historic and contemporary forms of political “activismActivism” had a traceable impact in the formation of politicalPolitics, political, politicianconsciousnessConsciousness and identity in everyday lifeEveryday life. The following analysis reflects the social implications of such political ideas about play as principle and follows trajectories of political agencyAgency through a close look at the author’sAuthor work as game artist in her projectProjectLudic SocietyLudic society and the play with identityIdentity, digital (mimicryMimic, mimicking), performancePerformance, and creative practicePractice in social and arts avant-garde (...)
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  49. Ode to Sparklepony-Gamification in Action.Wendi Sierra & Kyle Stedman - forthcoming - Kairos.
     
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  50.  38
    Simulation and gamification in the modern educational space in the teaching system of RCTs.Tatiana Igorevna Tikhanovich - 2021 - Kant 38 (1):344-348.
    The article covers the simulation approach as a part of communicative-oriented teaching, where its main task is to remove psychological barriers in education leading to the fast and effective language learning. The main aim of this method is to provide a life experience through the modern educational environment. Modeling creates situations which helps us to try other strategies while sinking into screenplay. An example in the article we consider a linguo-didactic resource "Время говорить по-русски". The research relevant is vivid: the (...)
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