Browsing Waterloo Research by Subject "gamification"
Now showing items 1-3 of 3
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Defining gameful experience as a psychological state caused by gameplay: Replacing the term ‘Gamefulness’ with three distinct constructs
(Elsevier, 2019-07)Background and Aim Gamefulness is commonly cited as the primary goal of gamification, a family of approaches employed in education, business, healthcare, government, and elsewhere. However, gamefulness is defined ... -
Empirical validation of the Gamification User Types Hexad scale in English and Spanish
(Elsevier, 2018-10-13)Gamification, the use of game elements in non-game systems, is now established as a relevant research field in human-computer interaction (HCI). Several empirical studies have shown that gameful interventions can increase ... -
Gamification and Gaming in Cryptocurrency Education: A Survey with Cryptocurrency Investors and Potential Investors
(Sage, 2024-01-22)Introduction: In recent years, cryptocurrency has increasingly sparked interest among investors. Many people have invested in this field without adequate knowledge. Existing research has shown that using game design elements ...