OSUVA - Selaus asiasanan "gamification" mukaan

    • A Mixed-Methods Study of Marketing Students’ Game-Playing Motivations and Gamification Elements 

      Jaskari, Minna-Maarit; Syrjälä, Henna (Sage Publications, 02.04.2022)
      article
      In this article, we examine the linkage between students’ game-playing motivations and a wide variety of gamification elements within higher marketing education. Using an interpretive and convergent mixed-methods design, ...
    • Applying gamification in student coaching industry : A competitive environment analysis 

      Tiuraniemi, Aleksi (16.03.2021)
      Pro gradu -tutkielma
      The purpose of this study is to explore if gamification can create competitive advantage in student coaching industry in Finland. Using “game-like” elements in services can engage and motivate customers, which leads to ...
    • Ethical Considerations in Gamified Interactive Marketing Praxis 

      Al-Msallam, Samaan; Xi, Nannan; Hamari, Juho; Wang, Cheng Lu (Palgrave Macmillan, 26.01.2023)
      bookPart
      Gamification with various designs is becoming a mainstay of interactive marketing, used to pervasively and holistically to in value-creating marketing practices. Beyond marketing, gamification is commonly seen as a technology, ...
    • Gamification 

      Hamari, Juho; Legaki, Zampeta; Xi, Nannan (Hawaii International Conference on System Sciences, 04.01.2022)
      article
    • Gamification in Human-Centric Operations : Method for Manufacturing Execution Systems 

      Kovanen, Kasper (20.12.2023)
      Pro gradu -tutkielma
      Manual labor tasks can be repetitive and lack feedback, but what if we could add game-like elements to them, or enable gameful experiences? However, gamification, the addition of gamelike elements or gameful experiences, ...
    • Gamification of risk management learning material in the ESF-funded Kompassi project : report on case “Riskivirasto” 

      Mäenpää, Mikael (Vaasan yliopisto, 20.02.2024)
      report
      The Kompassi project, funded by the European Social Fund (ESF) and coordinated by the University of Vaasa, aimed to improve through a digital learning environment the competencies of Finnish South Ostrobothnian companies ...
    • Gamification Strategies : A Characterization Using Formal Argumentation Theory 

      Guerrero, Esteban; Kalmi, Panu (Springer, 17.05.2022)
      article
      Gamified software applications are omnipresent in everyday life. The idea of using game design elements in non-game contexts to engage and motivate tasks has rapidly gained traction in the human–computer interaction and ...
    • Gamified package : consumer insights into multidimensional brand engagement 

      Syrjälä, Henna; Kauppinen-Räisänen, Hannele; Luomala, Harri T.; Joelsson, Tapani N.; Könnölä, Kaisa; Mäkilä, Tuomas (Elsevier, 01.10.2020)
      article
      Although most gamification studies share the idea that customer engagement is one of the expected outcomes of gamification, they tend to treat engagement one-dimensionally as a psychological outcome of gamification. The ...
    • HotCity—A Gamified Token System for Reporting Waste Heat Sources 

      Wernbacher, Thomas; Pfeiffer, Alexander; Gebetsroither-Geringer, Ernst; Goels, Marko; Worster, Jakob; Meißner, Ernst; Graf, Angelika; Stollnberger, Romana; Geyer, Roman; Schmidt, Ralf-Roman; Serada, Alesha; Dingli, Alexiei; Pfeiffer, Alexander; Serada, Alesha; Bugeja, Mark; Bezzina, Stephen (Springer, 22.02.2022)
      article
      Urban planning needs to discover and incorporate new energy sources to meet climate protection targets in the future. Waste heat from industrial and urban infrastructure has proven to be a viable solution, but its proper ...
    • Playful approaches to news engagement 

      Ferrer-Conill, Raul; Foxman, Maxwell; Jones, Janet; Sihvonen, Tanja; Siitonen, Marko (SAGE, 14.05.2020)
      article
      From crossword puzzles and quizzes to more complex gamification strategies and serious newsgames, legacy media has long explored ways to deploy playful approaches to deliver their content and engage with the audience. We ...