Catalogue Search | MBRL
Search Results Heading
Explore the vast range of titles available.
MBRLSearchResults
-
DisciplineDiscipline
-
Is Peer ReviewedIs Peer Reviewed
-
Series TitleSeries Title
-
Reading LevelReading Level
-
YearFrom:-To:
-
More FiltersMore FiltersContent TypeItem TypeIs Full-Text AvailableSubjectPublisherSourceDonorLanguagePlace of PublicationContributorsLocation
Done
Filters
Reset
17,027
result(s) for
"Gamification"
Sort by:
Research Commentary: Setting a Definition, Context, and Theory-Based Research Agenda for the Gamification of Non-Gaming Applications
2018
As a nascent area of study, gamification has attracted the interest of researchers in several fields, but such researchers have scarcely focused on creating a theoretical foundation for gamification research. Gamification involves using game-like features in non-game contexts to motivate users and improve performance outcomes. As a boundary-spanning subject by nature, gamification has drawn the interest of scholars from diverse communities, such as information systems, education, marketing, computer science, and business administration. To establish a theoretical foundation, we need to clearly define and explain gamification in comparison with similar concepts and areas of research. Likewise, we need to define the scope of the domain and develop a research agenda that explicitly considers theory’s important role. In this review paper, we set forth the pre-theoretical structures necessary for theory building in this area. Accordingly, we engaged an interdisciplinary group of discussants to evaluate and select the most relevant theories for gamification. Moreover, we developed exemplary research questions to help create a research agenda for gamification. We conclude that using a multi-theoretical perspective in creating a research agenda should help and encourage IS researchers to take a lead role in this promising and emerging area.
Journal Article
Gamification for tourism
\"This book examines the cutting-edge concept of gamification in tourism. The chapters offer valuable insights and examples of best practice and address key issues of game mechanism and game design principles. This will be useful for students and researchers in tourism marketing, smart tourism and tourism futures, as well as industry practitioners\"-- Provided by publisher.
Gamification Applications in E-learning: A Literature Review
by
Noori, Narmin Mohammed
,
Naaman, Saleem Awaz
,
Fezile, Ozdamli
in
Computer assisted instruction
,
Distance Education
,
Distance learning
2022
In recent years, there has been a lot of attention given to the trend of including game elements into non-gaming facilities. The usage of gamification in education is a massive benefit for motivation, user interaction, and social effects. The gamified elements such as points, badge, feedbacks, level, rewards, challenges, etc. have been used in e-learning. A systematic review of gamification in online education has not been found when the relevant literature examined. Therefore, this study aims to research the current literature using gamification and online education and highlight the reported benefits and challenges of gamification applications in online education. The present research followed the literature review method. The current study employed a qualitative approach for collected data. Thus, the term \"gamification\" was used as the primary research keyword. The results show that gamification has increasingly been accepted as a useful learning tool to generate more engaging educational environments. Additionally, elements support and motivate students to participate in a gamification system. The study showed that the most common gamification elements used in e-learning and have a powerful effect on the students are points, leaderboards, badge, and level. This study is thought to contribute significantly to studies on the use of gamification applications in online education. It reinforces previous studies and identifies many useful study topics that can be explored to advance the field. From these results, suggestions on gamification applications in e-learning for further research are given.
Journal Article
The republic of games : textual culture between old books and new media
\"The Republic of Games examines the fate of the models of print culture in an age of digitization. Drawing on methods from social-text analysis, platform studies, and game studies, the book examines the digital practice of imbricating game mechanics into other kinds of activities and the effects that these mechanics have had on specific textual communities. It shows that embedding game structures into the operations of digital platforms--even when doing so begins with the addition of a few small mechanics--has large cumulative effects on textual ecosystems. The book also intervenes in discussions of voluntary labor online. In the decades since Richard Barbrook first gave a name to \"hi-tech gift culture,\" media scholars have often appealed to the gift as a framework for understanding free exchange online. The Republic of Games shows that some of the most popular online platforms for the free production of texts utilize game mechanics, which, in combination with higher-order systems of play that users build atop these platforms, can have powerful effects on amateur literary production online. The chapters follow a general thematic progression: the first two chapters examine creators of digital platforms, who are in a privileged position to register changes in the material conditions of textuality online. The third chapter examines amateur writing communities, who build higher-order systems from the mechanics they're given. The final chapter focuses on scholars, who must reconcile their efforts to gain critical distance from the new system with their own structural subordination within it.\"-- Provided by publisher.
GreenKSA: A Theory-Based Gamified Application to Foster Pro-Environmental Behavior in Saudi Arabia
2026
Individual actions play a pivotal role in climate change, one of the most urgent global challenges, as daily behaviors generate substantial greenhouse gas emissions. Saudi Arabia, in particular, demonstrates its strong commitment to environmental sustainability through the Saudi Green Initiative and Middle East Green Initiative, aiming for net-zero emissions by 2060 and advancing reforestation, land conservation, and renewable energy under Vision 2030. However, many Saudi individuals remain unaware of the environmental consequences of their choices, including transportation, energy consumption, and lifestyle habits. To address this gap, this study developed GreenKSA, the first Arabic-supported gamified mobile application designed to promote pro-environmental behavior within the Saudi culture. The app integrates gamification elements grounded in Self-Determination Theory (SDT) and Trans-Theoretical Model (TTM) in an attempt to bridge the gap between theory and practice. GreenKSA delivers multimedia content—short videos and infographics—demonstrating sustainable routines in households, workplaces, and mobility. The design and user experience of GreenKSA were evaluated in a pilot study of 10 participants. The results indicated high usability (SUS = 91.25) and a positive overall user experience. By combining theory-driven design with culturally relevant gamification elements, this study contributes to digital sustainability interventions and aligns with the global Sustainable Development Goals SDG 12: Responsible Consumption and Production, and SDG 13: Climate Action.
Journal Article
Sailgility: eGame for physical stimulation against frailty in mobile devices
2022
This work presents a gamified technological solution focused on monitoring and minimising physical frailty. Sailgility is a module of the frAAgiLe platform (fraagile.eu) divided in 3 different levels, each with several exercises; one personalisable level and additional activities. It includes several tutorials and explanations to guide the user throughout all the experience so as to make it as safe and enjoyable as possible.In order to provide a familiar but enjoyable environment, and one that motivates users to carry on physical exercises, the game flows around the activity of sailing a boat. This way, everything the user is required to do is aimed at sailing the boat, from unmooring the ropes to enjoying the open sea.The Second Pillar of Integrated Care includes the following 3 key points:• Addressing health determinants• Improving population health• Reducing health inequitiesThe Sailgility game tackles the 3 of them in a unique solution to prevent frailty in elder citizens. The system aims at improving population health and wellbeing by making personalised training available from home, reducing inequalities as well as anyone with internet access and a tablet device can work autonomously.The following activities are included:Radial and ulnar deviation of the wrist for unwrapping the ropes.Pulling movements for opening the main sail.Hip lateral displacements for controlling the direction.Knee and balance training for opening the smaller sail.Pushing movements for inflating the lifeguard float.Grip strength for inflating the lifeguard float.The project aims at including progressively new exercises, as technology develops, and as new needs are detected in the users.A body tracking system is the main aspect of the gamification strategy, as it allows the user to control the game and collect data on his/her performance combined with a smartband, a grip strength measuring device, different sensors and MIDI Controller.The creation has involved both elders and carers. The game is being tested with 100 participants older than 55 and with different statuses of frailty during 2 years. 40 out of the 100 are part of the control group, so the professionals are collecting data about their status and monitoring them manually, while the remaining 60 are using the game and its cloud based systems. Those who use the devices are performing tests throughout the established period of time: 2 years. These tests include UTAUT for usability, combined with Tree Testing, Attention Based Engagement and Play Testing Questionnaire for the same purpose. As for the monitoring of the participants´ health status, these tests are included: Initial Assesment designed by health professionals for obtaining general information followed by MMSE, IQCODE, AD8, MOCA, AMT, GDS and FAQ for the mental status and SPPB, FRIED's CRITERIA and MNA for the physical status. These tests have been placed in time by the team in order to avoid overlaps and so as to collect the best quality in the data.The key finding is related with the use of body tracking on tablet devices for gamification for elder users.
Journal Article
SAPA: Gamification strategy against cognitive frailty
2022
The SAPA game is part of a project called frAAgiLe (fraagile.eu) aimed at mitigating frailty, specially in its pre-frail stage. This game is easy to use and to access for everybody with a tablet and internet connection, which means that many more citizens will become active parts of the health system in an autonomous and self-responsible way to prevent their frailty status from worsening. SAPA also works with addressing health determinants, as cognitive frailty is a syndrome whose main relevance comes from the fact that it evolves into many health complications, that lead to loss of autonomy.SAPA game has different activities aimed at training multiple areas of cognitive frailty. The objective is to reach the exit door. He/she shall avoid several obstacles and collect the stars and the key. The different activities in the game work with abilities that are relevant to fight frailty, namely:MemorySpatial orientationAttentionExecutive functions (planifying)Prospective memorySelective attentionWith all these tasks performed, the levels increase in difficulty, while the user improves both as a gamer and as a frailty patient. The healthcarers can also adjust the difficulty and the platform itself has an algorithm for personalisation as, the system collects data from his/her performance and generates level suggestions. Once the training has been going on for some months, and combined with nutritional and physical training, as well as frailty monitoring one more tool will be at disposal of the health professional for controlling the health-related situation.The creation has involved both elders and carers. The testing of SAPA is being carried out in 2 phases (Lab Testing + Final Trial) and in 4 locations in Cyprus, Romania, Switzerland and Spain in health and day-care centres during 2 years. In these places, 60 users will perform the activities of the game and several tests in order to collect data and improve the system where possible. The remaining 40 participants will be part of the control group, whose role is to allow the comparison between groups. The tests include UTAUT for usability, combined with Tree Testing, Attention Based Engagement and Play Testing Questionnaire for the same purpose. These have drawn some results already in the Lab Testing, where 80% of the participants took less than 90 seconds to understand SAPA without instructions, which is a positive result. Also 75% of them had a positive or very positive of the overall experience. As for the monitoring of the participants´ health status, these tests are included: Initial Assessment designed by health professionals for obtaining general information followed by MMSE, IQCODE, AD8, MOCA, AMT, GDS and FAQ for the mental status and SPPB, FRIED's CRITERIA and MNA for the physical status. These tests have been placed in time by the team in order to avoid overlaps or over testing and so as to collect the best quality in the data, true to reality.The key finding includes the possibility to merge several abilities in the training of cognitive frailty through gamification.
Journal Article