Designing gamification: creating gameful and playful experiences
Deterding, Sebastian, Björk, Staffan L., Nacke, Lennart E., Dixon, Dan, Lawley, Elizabeth·2013·CHI '13 Extended Abstracts on Human Factors in Computing Systems
Cited by (192)
Items 101–192 of 192
- STUDENTS’ PERCEPTIONS ON ENGLISH VOCABULARY TEACHING AND LEARNING BY USING BLOOKET: A CASE STUDY / NHÂN THƯC CỦA SINH VIÊN VỀ VIỆC DẠY VÀ HỌC TỪ VỰNG TIẾNG ANH BẰNG BLOOKET: MỘT NGHIÊN CƯU TINH HUÔNGTran Thien Minh Thu, Thai Cong Dan · 2023 · European Journal of Applied Linguistics Studies
- Digital Gaming for Co-Creativity in LearningPavlos Koulouris, Evangelia V. Dimaraki · 2014 · Panhellenic Conference on Informatics
- Gamification and digital games-based learning in the classroomSue Gregory, Torsten Reiners, Lincoln Christopher Wood, Hanna Teräs, Marko Teräs, Michael Henderson · 2015 · Cambridge University Press eBooks
- How to Do Gameful DesignSebastian Deterding · 2017 · Annual Symposium on Computer-Human Interaction in Play
- Levelling up the Recycling Experience: Gamification of Recycling through an Innovative Recycling StationJoacim Rosenlund, Miralem Helmefalk, Sofie Stenfelt, Adam Palmquist · 2025 · Circular Economy and Sustainability
- Driver diariesMartin Kracheel, Roderick McCall, Vincent Koenig, Thomas Engel · 2013 · International Conference on Automotive User Interfaces and Interactive Vehicular Applications (AutomotiveUI)
- Identifying the Ideal Types of Online ShoppersEeva Kettunen, Tiina Kemppainen, Matias Lievonen, Markus Makkonen, Lauri Frank, Tuomas Kari · 2020 · International Journal of E-Services and Mobile Applications
- A Qualitative Investigation of GamificationAmon Rapp · 2015 · IGI Global eBooks
- Motivational design cardsRalf Schmidt, Burkhard Schmidt, Katharina Lattenkamp, Stephanie Scheja, Maic Masuch · 2015 · International Academic Mindtrek Conference (Mindtrek)
- Themed Passenger Carriages: Promoting Commuters’ Happiness on Rapid Transit Systems through Ambient and Aesthetic IntelligenceAng Sheng Rui, Daniela Alina Plewe, Carsten Röcker · 2015 · Procedia Manufacturing
- In pursuit of evidenceBauke Buikstra, Rens Kortmann, Eric Klaassen, Laurens Rook, Alexander Verbraeck · 2015 · International Academic Mindtrek Conference (Mindtrek)
- Gamified lesson plan development with ELT pre-service teachers: A gamified google classroom experienceSerhat Güzel · 2023 · Journal of Educational Technology and Online Learning
- Designing with Vulnerable ChildrenAlma Leora Culén, Anna Karpova · 2014 · Advances in human and social aspects of technology book series
- Design of a Community-Supported CapAble Microwave System for People with Intellectual and Physical DisabilitiesMatteo Zallio, Paula Kelly, Modestas Jakuska, Hicham Rifai, Damon Berry · 2017 · Lecture notes in electrical engineering
- Gamification Paradigm for WebApps Design FrameworkKuldeep Gunta, B. Sivaselvan, C. Oswald · 2018 · International Conference on Computer, Communication and Signal Processing (ICCCSP)
- When does technology improve learning?Christopher Paul Newhouse · 2015 · Cambridge University Press eBooks
- Learning, teaching, technology: confusing, complicated and contested!Geoff Romeo · 2015 · Cambridge University Press eBooks
- Using Gamification to Activate University Library UseTakahiro Kitamura, Yasuyuki Sumi · 2023 · Lecture notes in computer science
- Creativity, visualisation, collaboration and communicationGlenn Finger · 2015 · Cambridge University Press eBooks
- Games and Quizzes in Online JournalismBartosz W. Wojdynski · 2019 · IGI Global eBooks
- MIGRATE: A FOSS WEB MAPPING APPLICATION FOR EDUCATING AND RAISING AWARENESS ABOUT MIGRATION FLOWS IN EUROPEMaria Antonia Brovelli, Marco Minghini, C. E. Kilsedar, Mayra Zurbarán, Martina Aiello, Marco Gianinetto · 2017 · The international archives of the photogrammetry, remote sensing and spatial information sciences/International archives of the photogrammetry, remote sensing and spatial information sciences
- A hybrid approach to reinforcement learning: combining soft updating and frame stacking for stable training in Flappy Bird and CartPoleMohammad Hossein Jabbarzadeh, Delaram Mehralizadeh, Kimia Shirini, Sina Samadi Gharehveran · 2026 · The Journal of Supercomputing
- Examining the Impact of Gamification on English Language Instruction: A Literature ReviewLam Ky Nhan · 2024 · International Journal of Science and Management Studies (IJSMS)
- Towards effective gamification of existing systems: method and experience reportAnderson Uchôa, Rafael de Mello, Jairo Souza, Leopoldo Teixeira, Baldoíno Fonseca, Alessandro Garcia · 2024 · Software Quality Journal
- Play-personaStephanie Scheja, Ralf Schmidt, Maic Masuch · 2016 · International Academic Mindtrek Conference (Mindtrek)
- ‘GAIMS’ — Gamified aid information management system to connect donor and requesterNethmini T. Weerawarna, Lasantha Abeysiri, Anuja Madhushan · 2017 · National Conference on Technology and Management (NCTM)
- Gameful Systems: Play in the digital age for young and old.Pollie Barden, Paul Curzon, Peter William McOwan · 2013
- To bracket or not bracketBrett Oppegaard, Thomas Conway, Megan A. Conway · 2017 · ACM International Conference on Design of Communication (SIGDOC)
- Never believe the hype: questioning digital ‘disruption’ and other big ideasNeil Selwyn · 2015 · Cambridge University Press eBooks
- Gamification Based On Blockchain Technology To Enhance Student Centered LearningQurotul Aini, Ninda Lutfiani, Muhammad Suzaki Zahran · 2021 · CCIT Journal
- Playing solo, against rivals, or in a team? Exploring individual, competitive, and cooperative dynamics in gamified digital educationFranz Coelho, Belén Rando, Rafael A. Bernardes, Patrícia Pontífice-Sousa, Daniel Jorge Viegas Gonçalves, Ana María Abreu · 2025 · Entertainment Computing
- Exploring how gamification potentially motivates employees - A research in Vietnamese businessesLê Trung Kiên · 2024 · European journal of economics, law and social sciences
- Exercising playfullyEmmanuel Tsekleves, Andy Darby, Adrian Gradinar, Marcia Tavares Smith · 2014 · Annual Symposium on Computer-Human Interaction in Play
- Learning with digital technologiesPeter Albion · 2015 · Cambridge University Press eBooks
- A Gamified News Application for Mobile Devices: An Approach that Turns Digital News Readers into Players of a Social NetworkCatherine Sotirakou, C. Mourlas · 2015 · International Conference Games and Learning Alliance
- Making learning visible through digital forms of assessmentChristopher Paul Newhouse · 2015 · Cambridge University Press eBooks
- Breaking boundariesChris Campbell · 2015 · Cambridge University Press eBooks
- أنموذج مقترح لاستخدام التلعيب في التسويق الإلکتروني لخدمات الجامعات المصريةمحمود سيد علي أبوسيف · 2017 · العلوم التربوية
- Persona Modelling via Correlation and Regression Analysis in CCI GamificationNor Haniza Mohd Khir, Marina Ismail, Jasmin Ilyani Ahmad · 2020 · IEEE International Conference on Recent Advances and Innovations in Engineering (ICRAIE)
- TABLI: protótipo de aplicativo gamificado para a construção de tesaurosDayanne Albuquerque Araújo, Heliomar Cavati Sobrinho · 2020 · Informação & Informação
- Grounding Technology in the Learning SciencesR. Keith Sawyer · 2022 · Cambridge University Press eBooks
- Unveiling Consumer Preferences and Intentions for Cocreated Features of a Combined Diet and Physical Activity App: Cross-Sectional Study in 4 European CountriesBahram Mahmoodi Kahriz, Sarah J. Snuggs, Anumeha Sah, Sophie Clot, Daniel Joseph Lamport, Joseph Forrest, Agnès Helme-Guizon, Marie-Claire Wilhelm, Cindy Caldara, Camille Valentine Anin et al. · 2023 · JMIR Human Factors
- The Effect of Gamified and Blended Modules on English as a Foreign Language Learners’ Language SkillsSerhat Güzel, Cevdet Yılmaz · 2023 · Necatibey Eğitim Fakültesi Elektronik Fen ve Matematik Eğitimi Dergisi
- Optimizing gamification: unveiling customer preferences through neural network and conjoint analysisFatemeh Askari, Maryam Nekooeezadeh, Daniyal Esmaeilzadeh · 2025 · Journal of Advances in Management Research
- What it is, and what it is not – gamification in participatory gerontechnology development: results from a scoping reviewJulia Schulze Pröbsting, Katja Antonia Rießenberger, Florian Fischer · 2026 · BMC Digital Health
- Workshop on Gamification for Information Retrieval (GamifIR’14)Frank Hopfgartner, Gabriella Kazai, Udo Kruschwitz, Michael Meder · 2014 · Lecture notes in computer science
- Balancing risks and growth in a digital worldJennifer Masters · 2015 · Cambridge University Press eBooks
- Games Fostering Co-Creativity in Learning as Contributions to the "Maker Movement".Pavlos Koulouris, Kalliopi Evangelia Stavroulia · 2015
- A Comparative Study of Teaching Lean Manufacturing via Hands-On and Computer-Aided SimulationTzu-Liang Tseng, Aditya Akundi, Juan Alejandro Saavedra, Eric Smith · 2016 · ASEE Annual Conference & Exposition
- Zadania ICT w procesie gamifikacji firmyKrzysztof Kania, Janusz Antoni Strużyna · 2015 · Studia Ekonomiczne / Uniwersytet Ekonomiczny w Katowicach
- Games and Quizzes in Online JournalismBartosz W. Wojdynski · 2015 · Advances in multimedia and interactive technologies book series
- Using digital technologies with Aboriginal and Torres Strait Islander studentsGlenn Auld, Lena Djabibba · 2015 · Cambridge University Press eBooks
- Advancing to the Next Level: Caring for Evaluative Metrics Monsters in Academia and HealthcareIris Wallenburg, Wolfgang Kaltenbrunner, Björn Hammarfelt, Sarah de Rijcke, Roland A Bal · 2018 · IFIP advances in information and communication technology
- Using social media: assumptions, challenges and risksMichael Henderson · 2015 · Cambridge University Press eBooks
- Digital Transformations Carried Out Through GamesTherese Hedman Monstad, Sanna Burman · 2020 · Advances in business strategy and competitive advantage book series
- Digital technologies in early childhood educationSusan Edwards · 2015 · Cambridge University Press eBooks
- Digital technologies in the curriculum: national and internationalJason Zagami · 2015 · Cambridge University Press eBooks
- Ongoing professional learningKathryn Holmes, Nicole Mockler · 2015 · Cambridge University Press eBooks
- Digitalisierung der Gesundheitsversorgung in Therapie und Pflege – Modelle, Interventionen und WirksamkeitAndré Posenau, Juliane Leinweber, Maria Barthel · 2022 · Springer Reference Pflege, Therapie, Gesundheit
- Gamification Concept for Cognitive Learning of Indian Traffic Rules and Regulations for Safe DrivingJintu Mahanta, Swarnadeep Nath, Bhaskar Saha · 2023 · Smart innovation, systems and technologies
- Research on Gamification Teaching Based on ARCS Motivation Model—Taking the Mid-Level “Web Page Production and Practical Training” as an ExampleYu Hong, Wansong Liu · 2023 · OALib
- Parametrizing the unmeasurable: Urban qualities as quantitative parameters for computer gamesCarmela Cucuzzella, Morteza Hazbei, Mohammad Hossein Asgari · 2024 · International Journal of Architectural Computing
- Lost in Gamification Design: A Scientometric AnalysisSimone Bassanelli, Federica Gini, Antonio Bucchiarone, Federico Bonetti, Eftychia Roumelioti, Annapaola Marconi · 2024 · Lecture notes in computer science
- Instructional Design Process of a Gamified EFL Learning to Improve AutonomySerhat Güzel · 2024 · Advances in educational technologies and instructional design book series
- Computational thinking: philosophy and practiceAndrew Edward Fluck, Matt Bower · 2015 · Cambridge University Press eBooks
- Design and Development of Playful Robotic Interfaces for Affective TelepresenceElham Saadatian, Hooman Aghaebrahimi Samani, Ryohei Nakatsu · 2015 · Springer eBooks
- A divulgação dos termos Gameful, Playful e Affordance na literatura científica (2006 - 2016)Washington Sales do Monte, Robelius De-Bortoli, Ricardo Fontes Macedo · 2018 · Revista Iberoamericana de Psicología
- Crime Story as a Tool for Scientific and Technological OutreachPietro Crovari, Fabio Catania, Franca Garzotto · 2020 · CHI Conference Extended Abstracts on Human Factors in Computing Systems (CHI EA)
- National and international frameworks for teacher competencyMargaret Lloyd · 2015 · Cambridge University Press eBooks
- Digitale Applikationen in der (Zweit-)Sprachförderung von Grundschulkindern: Möglichkeiten und GrenzenUte Ritterfeld, Anja Starke, Juliane Mühlhaus · 2016 · merz | medien + erziehung
- From Market Place to Collusion Detection: Case Studies of Gamification in EducationPinata Winoto, Tiffany Y. Tang · 2014 · Springer eBooks
- Mixed Reality Gaming for Older Powered Chair Users: A Human Factors Model of Well-being and EngagementKatelyn Adrienne Seaborn · 2016 · TSpace (University of Toronto)
- Serious Game \"Comunica-Enf\": desenvolvimento e avaliação do jogo para formação de estudantes de enfermagemCristina Yuri Nakata Hara · 2020
- Towards a Socio-Technical Theoretical Framework for Enterprise Gamification: A Research-in-Progress PaperUmar Ruhi · 2015 · uO Research (University of Ottawa)
- Crowdsourcing data collection through mobile gamification : leveraging the freemium modelKristen Dergousoff · 2015 · University Library - University of Saskatchewan (University of Saskatchewan)
- Why focus on big issues and critical questions?Michael Henderson, Geoff Romeo · 2015 · Cambridge University Press eBooks
- Numeracy and technologyDonna Gronn, Ann Downton · 2015 · Cambridge University Press eBooks
- The Effect of the COVID-19 Pandemic on Video Game Consumption in TurkeyYasemin Özkent · 2021 · Advances in human services and public health (AHSPH) book series
- Preface for teacher educators and professional learning leaders2015 · Cambridge University Press eBooks
- ForewordStephen Heppell · 2015 · Cambridge University Press eBooks
- Design and Development of Playful Robotic Interfaces for Affective TelepresenceElham Saadatian, Hooman Aghaebrahimi Samani, Ryohei Nakatsu · 2016 · Springer eBooks
- Designing with Vulnerable ChildrenAlma Leora Culén, Anna Karpova · 2015 · IGI Global eBooks
- A CORPUS-BASED APPROACH ON PERSONAL PRONOUN CHOICES IN GENDERED POLITICAL DISCOURSEMohammad Milad Sadeghi · 2022 · European Journal of Applied Linguistics Studies
- Digitalisierung der Gesundheitsversorgung in Therapie und Pflege – Modelle, Interventionen und WirksamkeitAndré Posenau, Juliane Leinweber, Maria Barthel · 2022 · Springer Reference Pflege, Therapie, Gesundheit
- GAMIFICAÇÃO EM AMBIENTE VIRTUAL DE APRENDIZAGEM: UMA EXPERIÊNCIA DE UTILIZAÇÃO NA FORMAÇÃO CONTINUADA DE PROFESSORES DO ENSINO SUPERIOR EADAntônio Carlos Pereira dos Santos · 2023 · RECIMA21 - Revista Científica Multidisciplinar
- Powergaming by Spamming in a Learning GameNafisul Kiron, Mehnuma Tabassum Omar, Julita Vassileva · 2023 · Lecture notes in computer science
- How gamified prompts for metacognitive reflection affect the perceived playfulness of learning: A work-in-progress studyAnnique Smith, Daniel Fernández Galeote, Nikoletta-Zampeta Legaki, Juho Hamari · 2026 · International GamiFIN Conference (GamiFIN)
- The Failure of PlayMiguel Sicart · 2026 · Social Media + Society
- Mental healing through immersive play: An umbrella reviewFranz Coelho, Ana Maria Abreu · 2026 · Virtual Reality
- Quels effets d’empowerment et de valorisation de la consommation induits par l’utilisation régulière de dispositif numérique ? : Le cas des objets de quantifield-self et des communautés virtuelles dans la consommation sportive activeColine Rual · 2019
- Projects as the enablers of ecosystem’s emergence : The case of the connected autonomous mobilityGiulia Marcocchia · 2019
- Leveling-Up Ludoliteracy: Facilitation for Game-Based Learning Versus Gamification ToolsScott DeJong, Ann-Louise Davidson · 2026 · Lecture notes in computer science