Gamification
Part of the “Decision Analytics, Mobile Services, and Service Science” – track
51st annual Hawaii International Conference on System Sciences (HICSS-51)
January 3-6, 2018 | Hilton Waikoloa Village, Big Island.
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CFP: CHI Play 2017
CHI Play is the international and interdisciplinary ACM SIGCHI conference for researchers and professionals across all areas of play, games, and human-computer interaction (HCI) or ‘player-computer interaction’. The goal of CHI Play conference is to highlight and foster discussion on high quality research in games and HCI, as foundations for the future of digital play. To this end, the conference blends academic research papers, interactive demos, and industry case studies. This year’s CHI Play will be from October 15 to 17 in Amsterdam. Continue reading
How to gamify? A method for designing gamification
During recent years the enhancement of information technology via design features borrowed from (video) games, also known as “gamification”, has become a notable development both in academia and industry. Gamification primarily aims at increasing users’ positive motivations towards given activities or use of technology, and thereby, increasing the quantity and quality of the output of the given activities. Business analysts suggest that more than half of all organizations will have gamified parts of their processes by 2015 (Gartner 2011; IEEE 2014). In the academic realm, several studies in various contexts have shown that gamification can be an effective approach to increase motivation and engage users or participants in a given activity (see e.g. Hamari et al. 2014; Morschheuser et al. 2016 for reviews).
CFP: Gamification @HICSS 2017
Gamification
within “Decision Analytics, Mobile Services, and Service Science” – track
50th annual Hawaii International Conference on System Sciences (HICSS-50)
January 4-7, 2017 | Hilton Waikoloa Village, Big Island.
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CFP: Games as HCI Method Workshop @ CHI 2016
The Games as HCI Method Workshop at CHI 2016 in San Jose aims to experiment with using game design elements to improve HCI research, and to explore how such elements can become part of the different phases of design. Continue reading
Challenging games help students learn
Pervasive student disengagement is an international problem. Gamification and games are increasingly proposed as a promising technology for increasing engagement in a meaningful way.
In an ideal educational game setting, Continue reading