2013
DOI: 10.1007/978-3-642-39241-2_59
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Stand Up, Heroes! : Gamification for Standing People on Crowded Public Transportation

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Cited by 23 publications
(19 citation statements)
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“…For example, players are able to personalise their avatar for superior self-representation, showing the player's abilities and their level of achievement inside the game [15,20]. This personalisation concept has shown an increase in players' emotions and interactions while playing the game.…”
Section: Background Study and Reviewmentioning
confidence: 99%
“…For example, players are able to personalise their avatar for superior self-representation, showing the player's abilities and their level of achievement inside the game [15,20]. This personalisation concept has shown an increase in players' emotions and interactions while playing the game.…”
Section: Background Study and Reviewmentioning
confidence: 99%
“…However, little exploration has been made on how these designs are applied in gamification. As of avatar, in previous studies (see Barata et al (2013); Kuramoto et al (2013); Otake et al (2014)), the strategies of avatar customisations were associated with the collection of points and level of achievement in the game. According to Hamari et al (2014) and Nicholson (2012), gamification where most of the game elements are based on points may restrict the progression in gameplay.…”
Section: Anthropomorphic Interfaces Gamificationmentioning
confidence: 99%
“…In a gamified application, an avatar is customised when certain tasks or levels have been achieved by the player; these achievements will unlock other avatar designs that enable players to change their avatar in the game (see e.g: Barata, Gama, Fonseca, Gonçalves, & Jorge, 2013;Kuramoto, Ishibashi, Yamamoto, & Tsujino, 2013;Otake, Sumita, Oka, Shinozawa, Uetake, & Sakurai, 2014). As mention earlier, an anthropomorphic interface design also exist other avatar, which are interface agents and hybrid characters.…”
Section: Anthropomorphic Interfaces Gamificationmentioning
confidence: 99%
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