2016
DOI: 10.1007/978-3-319-33450-9_1
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Introduction: HCI Reaches Adolescence

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Cited by 5 publications
(2 citation statements)
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“…As savvy users of interactive and socially connected technologies, adolescents are formed by today's media and ludification of culture [8]. Their potential to shape themselves and society's future [32] makes them an interesting target for gamification. Interestingly, even though gamification researchers deem adolescents a particularly interesting audience, they have not yet investigated the validity of player typologies, personality trait models, and associated scales for them; empirical investigations and validations thus far have been limited to adults.…”
Section: Introductionmentioning
confidence: 99%
“…As savvy users of interactive and socially connected technologies, adolescents are formed by today's media and ludification of culture [8]. Their potential to shape themselves and society's future [32] makes them an interesting target for gamification. Interestingly, even though gamification researchers deem adolescents a particularly interesting audience, they have not yet investigated the validity of player typologies, personality trait models, and associated scales for them; empirical investigations and validations thus far have been limited to adults.…”
Section: Introductionmentioning
confidence: 99%
“…Moreover, use of a combination of multiple theories (such as Integrated Behavioral Model or any customized combination) might be considered. Complementing this approach, the practical study of the actual target group (eg, user-centered methods such as participatory design [ 118 , 119 ] with adolescents) might also help identify the most relevant determinants (eg, [ 120 ]) on which an intervention can focus [ 121 ].…”
Section: Discussionmentioning
confidence: 99%