2016
DOI: 10.1016/j.chb.2016.02.076
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Knowledge discovery of game design features by mining user-generated feedback

Abstract: The term "Gamification" is an emerging paradigm that aims to employ game mechanics and game thinking to change behavior. Gamification offers several effective ways to motivate users into action such as challenges, levels and rewards. However, an open research problem is discovering the set of gamification features that consistently result in a higher probability of success for a given task, game or application. The objective of this paper is to bridge this knowledge gap by quantifying the gamification features… Show more

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Cited by 28 publications
(7 citation statements)
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References 48 publications
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“…Points were the third most used gamification technique among researchers, while Leaderboards, Levels, Social interactions, Challenges, Feedback, Competitions and Progress followed, in that order. The results are in line with the findings of Hamari et al (2014), Dicheva et al (2015) and Bharathi et al (2016). These elements often overlap, as seen between Rewards and Badges.…”
Section: Gamification Elements Used In the Studiessupporting
confidence: 92%
“…Points were the third most used gamification technique among researchers, while Leaderboards, Levels, Social interactions, Challenges, Feedback, Competitions and Progress followed, in that order. The results are in line with the findings of Hamari et al (2014), Dicheva et al (2015) and Bharathi et al (2016). These elements often overlap, as seen between Rewards and Badges.…”
Section: Gamification Elements Used In the Studiessupporting
confidence: 92%
“…The two earliest identified relevant works were published in 2014 [14,15]. Both were conference papers, the first journal papers appearing only two years later [16][17][18]. The number of published conference papers surpassed the number of journal articles in every considered year.…”
Section: Distribution Of Studies In Timementioning
confidence: 99%
“…The fulfil the need for competence, we provided relevant feedback, such as using badges or stars to indicate the players achievement level (Wong et al, 2020). To create sense of relatedness, we incorporated collaborative learning, allowing players to track the progress of classmates who were also playing the game (Gopinath Bharathi et al, 2016;Wang & Huang, 2021). Lastly, drawing from the work of Bavelier and Green (2019) the game displayed the player's current performance status sand goal achievements, while offering challenges, in-game choices or decision-making opportunities to enhance player autonomy (Bavelier & Green, 2019).…”
Section: Game Designmentioning
confidence: 99%