Player Types: A Meta-synthesis
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Items 101–200 of 353
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- Identifying Player Types to Tailor Game-Based Learning Design to Learners: Cross-sectional Survey using Q MethodologyA E J Van Gaalen, Johanna Schönrock-Adema, Remco J. Renken, Debbie A. D. C. Jaarsma, Janniko R. Georgiadis · 2021 · JMIR Serious Games
- Identifying Motivational Styles in Educational GamificationJared R. Chapman, Peter Jacob Rich · 2017 · Hawaii International Conference on System Sciences (HICSS)
- Personalized Gaming for Motivating Social and Behavioral Science ParticipationCasper Harteveld, Steven C. Sutherland · 2017
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- Real-time hermeneutics: meaning-making in ludonarrative digital gamesArjoranta, Jonne · 2018
- Gender and Genre Differences in Multiplayer Gaming MotivationsDonghee Yvette Wohn, Rabindra Ratan, Leticia Cherchiglia · 2020 · Lecture notes in computer science
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- Enhancing Learning and Engagement through Gamification of Student Response SystemsPhilip Tan, Jeffrey J. Saucerman · 2018 · ASEE Annual Conference & Exposition
- Choice Poetics by ExamplePeter A. Mawhorter, Carmen Zegura, Alex Gray, Arnav H. Jhala, Michael Mateas, Noah Wardrip–Fruin · 2018 · Arts
- Design space cards: using a card deck to navigate the design space of interactive playLomas, James Derek, Karac, Mihovil, Gielen, Mathieu · 2021 · Proceedings of the ACM on Human-Computer Interaction
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- A Journey to Identify Users' Classification Strategies to Customize Game-Based and Gamified Learning EnvironmentsMarcela Pessoa, Marcia Heloísa Tavares de Figueredo Lima, Fernanda Pires, Gabriel Haydar, Rafaela Melo, Luiz Rodrigues, David Braga Fernandes de Oliveira, Elaine Oliveira, Leandro Silva Galvão de Carvalho, Bruno Gadelha et al. · 2023 · IEEE Transactions on Learning Technologies
- Towards Game Translation User ResearchMikołaj Deckert, Miguel Á. Bernal-Merino, Krzysztof Hejduk · 2024 · Cambridge University Press eBooks
- What Drives PeopleErik Harpstead, Thomas Zimmermann, Nachiappan Nagapan, José J. Guajardo, Ryan Cooper, Tyson Solberg, Dan Greenawalt · 2015 · Annual Symposium on Computer-Human Interaction in Play
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- Gamification for Sales IncentivesJacek Woźniak · 2020 · Contemporary Economics
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- Understanding the failing of social gamification: A perspective of user fatigueHualong Yang, Le Wang, Zhibin Hu, Dan Li · 2024 · Electronic Commerce Research and Applications
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- Adaptation of Modified Gamification User Types Scale into TurkishNecati Taşkın, Ebru Kılıç Çakmak · 2020 · Contemporary Educational Technology
- A Literature Review of E-government Services with Gamification ElementsRuth S. Contreras-Espinosa, Alejandro Blanco-M. · 2021 · International Journal of Public Administration
- Online Gaming and OTT Consumption: An Exploratory Study of Generation ZAchint Nigam · 2021 · Journal of Promotion Management
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- When Competition is the Loser: The Indirect Effect of Intra-team Competition on Team Performance through Task Complexity, Team Conflict and Psychological SafetyRobin Brouwer · 2016 · Hawaii International Conference on System Sciences (HICSS)
- The Inclusion of Gamification Solutions to Enhance User Enjoyment on Crowdsourcing PlatformsSimone Hantke, Tobias Appel, Björn Wolfgang Schuller · 2018 · Asian Conference on Affective Computing and Intelligent Interaction (ACII Asia)
- Does Gamification Improve Flow Experience in Classroom? An Analysis of Gamer Types in Collaborative and Competitive SettingsAlexandre Marinho, Ig Ibert Bittencourt, Wilk Oliveira Dos Santos, Diego Dermeval · 2019 · Revista Brasileira de Informática na Educação
- Tailoring Gamification to Requirements Elicitation: A Stakeholder-Centric Motivation ConceptMartina Z. Huber, Martin Glinz · 2017 · International Workshop on Cooperative and Human Aspects of Software Engineering (CHASE)
- Reimagining Gamification through the Lens of Activity TheoryHendranus Vermeulen, James Edward Gain, Patrick Marais, Siobhan O'Donovan · 2016 · Hawaii International Conference on System Sciences (HICSS)
- A statistical analysis of Steam user profiles towards personalized gamification.Xiaozhou Li, Chien Lu, Jaakko Peltonen, Zheying Zhang · 2019 · Tampere University Institutional Repository (Tampere University)
- Mapping Gaming Elements with Gamification Categories: Immersion, Achievement, and Social in a MOOC SettingRohani Rohan, Debajyoti Pal, Suree Funilkul · 2020 · International Conference on Innovations in Information Technology
- Player Types and Achievements -- Using Adaptive Game Design to Foster Intrinsic MotivationGeorg Volkmar, Johannes Pfau, Rudolf Teise, Rainer Malaka · 2019 · Annual Symposium on Computer-Human Interaction in Play
- Towards Digital Sustainability: Profiles of Millennial Reviewers, Reputation Scores and Intrinsic Motivation MatterAlejandro García-Jurado, José Javier Pérez-Barea, Francisco Fernández‐Navarro · 2021 · Sustainability
- The Relationship between Player’s Value Systems and Their In-Game Behavior in a Massively Multiplayer Online Role-Playing GameChaoguang Wang, Gino Yu · 2017 · International Journal of Computer Games Technology
- Gamification to Grow Motivation for Interactive Engagement of Health Nurses in Using Health Information Systems: A Conceptual FrameworkFaisal Binsar, Ignatius Edward Riantono, Rano Kartono, Agustinus Bandur, Wibowo Kosasih · 2023 · Lecture notes in electrical engineering
- Developing a novel psychographic-behavioral qualitative mapping method for exergamesJames Andrew Smith, Matthew D. Lee, Louise A. Ellis, Kiran Ijaz, Kathleen Yin · 2021 · International Journal of Serious Games
- Motivated to lose? Evaluating challenge and player motivations in gamesDominicus Tornqvist, Jennifer Tichon · 2019 · Behaviour and Information Technology
- Data-driven gamification designMichael Meder, Amon Rapp, Till Plumbaum, Frank Hopfgartner · 2017 · International Academic Mindtrek Conference (Mindtrek)
- Virtual contact hypothesis: Preliminary evidence for intergroup contact hypothesis in interactions with characters in video gamesAgnieszka Mulak, Mikołaj Henryk Winiewski · 2021 · Cyberpsychology Journal of Psychosocial Research on Cyberspace
- A Systematic Mapping on Player’s Profiles: Motivations, Behavior, and Personality CharacteristicsNayana Carneiro, David Miranda, Georgia da Cruz Pereira, Glaudiney Moreira Mendonça, Ticianne Darin · 2022 · Journal on Interactive Systems
- QPJ-BR: Questionário para Identificação de Perfis de Jogadores para o Português-BrasileiroFernando Andrade, Leonardo Marques, Ig Ibert Bittencourt, Seiji Isotani · 2016 · Anais do ... Simpósio Brasileiro de Informática na Educação/Anais do Simpósio Brasileiro de Informática na Educação
- Towards Personalized Group Play in Gallery EnvironmentsMaria Vayanou, Angeliki Antoniou, George Loumos, Antonios D. Kargas, George Kakaletris, Yannis Ioannidis · 2019 · Annual Symposium on Computer-Human Interaction in Play
- Measuring Higher-Order Cognitive Skills in Collective Interactions with Computer GameA.A. Margolis, E.V. Gavrilova, Lev S. Kuravsky, Е.А. Шепелева, V.K. Voitov, S.S. Ermakov, P.N. Dumin · 2021 · Cultural-Historical Psychology
- Gamification and player type: Relationships of the HEXAD model with the learning experienceSilvia Sipone, Victor Abella, Marta Rojo, José Luis Moura · 2025 · Journal of New Approaches in Educational Research
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- How Should I Respond to “Good Morning?”: Understanding Choice in Narrative-Rich GamesMichael Yin, Robert Xiao · 2022 · Designing Interactive Systems Conference
- So, Why Do Students Perform Better in Gamified Courses? Understanding Motivational Styles in Educational GamificationJared R. Chapman, Tanner B. Kohler, Sam Gedeborg · 2023 · Journal of Educational Computing Research
- Forest Classroom: A Case Study of Educational Augmented Reality Design to Facilitate Classroom EngagementManjeet Singh, Shaun Bangay, Henry Grossek, Atul Sajjanhar · 2023 · Multimodal Technologies and Interaction
- An implementation framework for transformative gamification servicesAfshin Tanouri, Ann‐Marie Kennedy, Ekant Veer · 2023 · Behaviour and Information Technology
- Learning for a Healthier Lifestyle Through Gamification: A Case Study of Fitness Tracker ApplicationsAylin Ilhan, Kaja J. Fietkiewicz · 2019 · Springer eBooks
- Gamification Based on User Types: When and Where It Is Worth ApplyingLaia Subirats, Tuula Nousiainen, Apoorwa Hooda, Luís Rubio Andrada, Santi Fort, Mikko Vesisenaho, G. M. Sacha · 2023 · Applied Sciences
- Examination of gender‐based video game‐playing classes: Influencing determinants and relations to academic achievementBülent Başaran, Ömer Şimşek · 2023 · Journal of Computer Assisted Learning
- Achievers, explorers, wanderers, and intellectuals: Educational interaction in a Minecraft open-world action-adventure gameKim Krappala, Lauri Kemppinen, Eero Kemppinen · 2024 · Computers and Education Open
- The Relationship Between Gamification User Types, Demographic Factors, and Gaming HabitsAna Cláudia Guimarães Santos, Wilk Oliveira dos Santos, Julita Vassileva, Juho Hamari, Seiji Isotani · 2025 · International Journal of Human-Computer Interaction
- Selecting the Most Suitable Gamification Elements for Each SituationWilk Oliveira, Ig Ibert Bittencourt · 2019 · Springer eBooks
- The FUNii Database: A Physiological, Behavioral, Demographic and Subjective Video Game Database for Affective Gaming and Player Experience ResearchNicolas Beaudoin-Gagnon, Alexis Fortin-Côté, Cindy Chamberland, Ludovic Lefebvre, Jérémy Bergeron-Boucher, Alexandre Campeau‐Lecours, Sébastien Tremblay, Philip L. Jackson · 2019 · International Conference on Affective Computing and Intelligent Interaction and workshops
- Your Favorite Gameplay Speaks Volumes About You: Predicting User Behavior and Hexad TypeReza Hadi Mogavi, Chao Deng, Jennifer Hoffman, Ehsan-Ul Haq, Sujit Gujar, Antonio Bucchiarone, Pan Hui · 2023 · Lecture notes in computer science
- The relationship between player types and gamification feature preferences.Lobna Hassan, Jere Rantalainen, Nannan Xi, Henri Pirkkalainen, Juho Hamari · 2020 · Tampere University Institutional Repository (Tampere University)
- Serious Games and Gamification in Clinical PsychologyTheresa M. Fleming, Kylie Sutcliffe, Mathijs F. G. Lucassen, Russell Pine, Liesje Donkin · 2020 · Elsevier eBooks
- Exploring the Use of Unplugged Gamification on Programming Learners’ ExperienceGabriela de Carvalho Barros Bezerra, Wilk Oliveira, Ana Cláudia Guimarães Santos, Juho Hamari · 2024 · ACM Transactions on Computing Education
- From Classes to MechanicsMichael Lankes, Wolfgang Hochleitner, Daniel Rammer, Marc Busch, Elke E. Mattheiss, Manfred Tscheligi · 2015 · Annual Symposium on Computer-Human Interaction in Play
- Users As Game DesignersPascal Lessel, Maximilian Altmeyer, Antonio Krüger · 2018 · International Academic Mindtrek Conference (Mindtrek)
- Gamifying Teacher Students’ Learning PlatformTuula Nousiainen, Mikko Vesisenaho, Emilia Ahlström, Marika Peltonen, Santi Fort, Sacha Gómez · 2020 · Ninth International Conference on Technological Ecosystems for Enhancing Multiculturality (TEEM'21)
- The value system characteristics of Chinese online game playersChaoguang Wang, Gino Yu · 2016 · Entertainment Computing
- Player Types in Gamified Learning: Conceptualization, Validation, and ProfilingYa Xiao, Xueliang Chen, Yi Jin, Khe Foon Hew · 2024 · International Journal of Human-Computer Interaction
- A Critical Review of Video Game Controller DesignsSerefraz Akyaman, Ekrem Cem Alppay · 2021 · Springer series in design and innovation
- Attitude of Undergraduate Students towards Gamification: A Case Study of Northwest Geo-Political Zone, NigeriaAuwalu Rabiu Ali, Azizah Endut, Rahimah Embong · 2018 · Journal Of ICT In Education
- Why do We Play? Towards a Comprehensive Player TypologyBenjamin Fritz, Stefan Stöckl · 2022 · Games and Culture
- The Epic Game of Creating a Successful Gamified Co-Creation StrategyJoão Morais Lopes, Sofia Gomes, Nélia Santos, Hugo Cussina, Isabel Vieira, Maria Escudeiro, Lissandra Maio, Yolanda Magalhães · 2022 · Administrative Sciences
- Suspenseful design: Engaging emotionally with complex applications through compelling narrativesRebecca Langer, Mark Hancock, Stacey D. Scott · 2014 · IEEE Games, Entertainment, Media Conference (GEM)
- Towards Customizing Gameful Systems by Gameful Design Elements.Gustavo Fortes Tondello, Lennart E. Nacke · 2018
- School of Digital Wizards: Exploring the Gamification User Types in a Blended IT CourseApoorwa Hooda, Tuula Nousiainen, Mikko Vesisenaho, Emilia Ahlström, Santi Fort, Laia Subirats, G. M. Sacha · 2022 · IEEE Frontiers in Education Conference (FIE)
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