Proceedings of the 15th International Conference on Mobile and Ubiquitous Multimedia 2016
DOI: 10.1145/3012709.3016073
|View full text |Cite
|
Sign up to set email alerts
|

"I'm too old for this!"

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1
1
1
1

Citation Types

0
5
0

Year Published

2017
2017
2024
2024

Publication Types

Select...
5
2
1

Relationship

0
8

Authors

Journals

citations
Cited by 11 publications
(5 citation statements)
references
References 23 publications
0
5
0
Order By: Relevance
“…Findings showed that users have mixed feelings about gamification, but youth (e.g. young consumers) are more apt to favor gamification (Thiel et al, 2016). Further research indicated that Generation X requires an easy-to-use interface over Millennials, who look for fun (García-Jurado et al, 2019).…”
Section: Demographicsmentioning
confidence: 93%
See 1 more Smart Citation
“…Findings showed that users have mixed feelings about gamification, but youth (e.g. young consumers) are more apt to favor gamification (Thiel et al, 2016). Further research indicated that Generation X requires an easy-to-use interface over Millennials, who look for fun (García-Jurado et al, 2019).…”
Section: Demographicsmentioning
confidence: 93%
“…Badges are an important element of gamification. Though there has been some debate by game designers that badges are the least important part of games (Deterding, 2012), researchers have studied the use of badges and found that they are one of the most popular gamification techniques (Hamari, 2017;Thiel et al, 2016). Badges are defined as a game design reward given when an achievement has occurred (Hamari and Eranti, 2011) and occurs when game-defined goals have been reached (Medler, 2009).…”
Section: Badgesmentioning
confidence: 99%
“…Proxy variables, like gender, are not themselves causal but instead are correlated with constructs that are. For example, another proxy variable, age, has been found to moderate gamification effects such that older adults view game elements as less appropriate in serious contexts and also find them harder to use than younger adults (Koivisto & Hamari, 2014; Thiel, Reisinger, & Röderer, 2016). However, it is not age itself that likely causes this moderating effect but instead correlates of age, such as generational influences and physical well-being.…”
Section: Building a Science Of Gamificationmentioning
confidence: 99%
“…Collaborative platforms and possibilities to actively design and create urban environments can improve participation but new innovative technologies are needed [9,15,29,30]. The use of game mechanics and gamification in non-game contexts [31] has shown to boost civic engagement [31][32][33], especially when it comes to engagement of youth in urban planning discourses [34][35][36]. Apart from gamification, the use of mixed-reality technologies, such as virtual reality (VR) and augmented reality (AR), has the potential to create more attractive platforms for citizen participation [27,[37][38][39].…”
Section: State Of the Artmentioning
confidence: 99%