OSUVA - Selaus asiasanan "gamification" mukaan
Aineistot 1-10 / 10
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A Mixed-Methods Study of Marketing Students’ Game-Playing Motivations and Gamification Elements
(Sage Publications, 02.04.2022)
articleIn 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
(16.03.2021)
Pro gradu -tutkielmaThe 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
(Palgrave Macmillan, 26.01.2023)
bookPartGamification 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
(Hawaii International Conference on System Sciences, 04.01.2022)
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Gamification in Human-Centric Operations : Method for Manufacturing Execution Systems
(20.12.2023)
Pro gradu -tutkielmaManual 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”
(Vaasan yliopisto, 20.02.2024)
reportThe 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
(Springer, 17.05.2022)
articleGamified 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
(Elsevier, 01.10.2020)
articleAlthough 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
(Springer, 22.02.2022)
articleUrban 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
(SAGE, 14.05.2020)
articleFrom 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 ...