CHI '02 Extended Abstracts on Human Factors in Computing Systems
Persuasive Technology: Using Computers to Change What We Think and Do
Persuasive Technology: Using Computers to Change What We Think and Do
GameFlow: a model for evaluating player enjoyment in games
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Motivating participation by displaying the value of contribution
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Video game values: Human-computer interaction and games
Interacting with Computers
People, places, and play: player experience in a socio-spatial context
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Designing games with a purpose
Communications of the ACM - Designing games with a purpose
Technical opinion: Motivational affordances: reasons for ICT design and use
Communications of the ACM - Remembering Jim Gray
Captivating patterns: a first validation
PERSUASIVE'07 Proceedings of the 2nd international conference on Persuasive technology
Reality Is Broken: Why Games Make Us Better and How They Can Change the World
Reality Is Broken: Why Games Make Us Better and How They Can Change the World
Evaluating technology that makes physical games for children more engaging
Proceedings of the 10th International Conference on Interaction Design and Children
Calibration games: making calibration tasks enjoyable by adding motivating game elements
Proceedings of the 24th annual ACM symposium on User interface software and technology
From game design elements to gamefulness: defining "gamification"
Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments
Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments
Playable character: extending digital games into the real world
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Designing pervasive health games for sustainability, adaptability and sociability
Proceedings of the International Conference on the Foundations of Digital Games
Proceedings of the 4th ACM SIGCHI symposium on Engineering interactive computing systems
Using QR codes for enhancing the scope of digital government services
Proceedings of the 13th Annual International Conference on Digital Government Research
Leveraging gamification in demand dispatch systems
Proceedings of the 2012 Joint EDBT/ICDT Workshops
Computers in Human Behavior
Designing badges for a civic media platform: reputation and named levels
BCS-HCI '12 Proceedings of the 26th Annual BCS Interaction Specialist Group Conference on People and Computers
GamiCAD: a gamified tutorial system for first time autocad users
Proceedings of the 25th annual ACM symposium on User interface software and technology
Mobile communication, gamification and ludification
Proceeding of the 16th International Academic MindTrek Conference
Proceedings of the 11th Brazilian Symposium on Human Factors in Computing Systems
Investigando a percepção dos usuários sobre os mecanismos de gamificação da rede social foursquare
Companion Proceedings of the 11th Brazilian Symposium on Human Factors in Computing Systems
Assistive systems in production environments: exploring motion recognition and gamification
Proceedings of the 5th International Conference on PErvasive Technologies Related to Assistive Environments
TrafficPulse: a mobile GISystem for transportation
Proceedings of the First ACM SIGSPATIAL International Workshop on Mobile Geographic Information Systems
Life's a game and the game of life: how making a game out of it can change student behavior
Proceeding of the 44th ACM technical symposium on Computer science education
Communication pedometer: a discussion of gamified communication focused on frequency of smiles
Proceedings of the 4th Augmented Human International Conference
Incentives and rewarding in social computing
Communications of the ACM
SoundsLike: movies soundtrack browsing and labeling based on relevance feedback and gamification
Proceedings of the 11th european conference on Interactive TV and video
"Everybody knows what you're doing": a critical design approach to personal informatics
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Look what i found!: augmenting phone calls with memories of the past
CHI '13 Extended Abstracts on Human Factors in Computing Systems
Do games attract or sustain engagement in citizen science?: a study of volunteer motivations
CHI '13 Extended Abstracts on Human Factors in Computing Systems
What should i read next?: awareness of relevant publications through a community of practice
CHI '13 Extended Abstracts on Human Factors in Computing Systems
Markitup: crowdsourced collaborative reading
CHI '13 Extended Abstracts on Human Factors in Computing Systems
Using crowdsourcing to support pro-environmental community activism
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Designing gamification: creating gameful and playful experiences
CHI '13 Extended Abstracts on Human Factors in Computing Systems
Proceedings of the 22nd international conference on World Wide Web companion
Steering user behavior with badges
Proceedings of the 22nd international conference on World Wide Web
A case study in the gamification of a university-level games development course
Proceedings of the South African Institute for Computer Scientists and Information Technologists Conference
Perception of gamification: between graphical design and persuasive design
DUXU'13 Proceedings of the Second international conference on Design, User Experience, and Usability: health, learning, playing, cultural, and cross-cultural user experience - Volume Part II
Gamification: when it works, when it doesn't
DUXU'13 Proceedings of the Second international conference on Design, User Experience, and Usability: health, learning, playing, cultural, and cross-cultural user experience - Volume Part II
Competing or aiming to be average?: normification as a means of engaging digital volunteers
Proceedings of the 17th ACM conference on Computer supported cooperative work & social computing
How social Q&A sites are changing knowledge sharing in open source software communities
Proceedings of the 17th ACM conference on Computer supported cooperative work & social computing
A formative study of influences on student testing behaviors
Proceedings of the 45th ACM technical symposium on Computer science education
CarbonCulture at DECC: digital engagement for sustainability at work
BCS-HCI '13 Proceedings of the 27th International BCS Human Computer Interaction Conference
Magnet-Based Around Device Interaction for Playful Music Composition and Gaming
International Journal of Mobile Human Computer Interaction
Gamification Framework for Personalized Surveys on Relationships in Online Social Networks
UCC '13 Proceedings of the 2013 IEEE/ACM 6th International Conference on Utility and Cloud Computing
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"Gamification" is an informal umbrella term for the use of video game elements in non-gaming systems to improve user experience (UX) and user engagement. The recent introduction of 'gamified' applications to large audiences promises new additions to the existing rich and diverse research on the heuristics, design patterns and dynamics of games and the positive UX they provide. However, what is lacking for a next step forward is the integration of this precise diversity of research endeavors. Therefore, this workshop brings together practitioners and researchers to develop a shared understanding of existing approaches and findings around the gamification of information systems, and identify key synergies, opportunities, and questions for future research.