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Volumn , Issue , 2015, Pages 811-816

Personalization in serious and persuasive games and gamified interactions

Author keywords

Gamified Interactions; Personalization; Persuasive Games; Serious Games

Indexed keywords

BEHAVIORAL RESEARCH; INTERACTIVE COMPUTER SYSTEMS;

EID: 84959420689     PISSN: None     EISSN: None     Source Type: Conference Proceeding    
DOI: 10.1145/2793107.2810260     Document Type: Conference Paper
Times cited : (60)

References (20)
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  • 4
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    • Crabb, M. Human cognitive measurement as a metric within usability studies. CHI Extended Abstracts, (2013).
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    • 84977848820 scopus 로고    scopus 로고
    • Marczewski, A. Gamification user types 2.0. 2014. http://www.gamasutra.com/blogs/AndrzejMarczewski/20131129/205957/Marczewskis-Gamification-User-Types-2 0.php.
    • (2014) Gamification User Types 2.0
    • Marczewski, A.1
  • 12
    • 84977853473 scopus 로고    scopus 로고
    • Personality-targeted design: Theory, experimental procedure, and preliminary results
    • Nov, O., and Arazy, O. Personality-targeted design: Theory, experimental procedure, and preliminary results. CHI, (2013).
    • (2013) CHI
    • Nov, O.1    Arazy, O.2
  • 13
    • 77649264160 scopus 로고    scopus 로고
    • A systematic framework for designing and evaluating persuasive systems
    • Oinas-Kukkonen, H., and Harjumaa, M. A systematic framework for designing and evaluating persuasive systems. Persuasive Technology, (2008).
    • (2008) Persuasive Technology
    • Oinas-Kukkonen, H.1    Harjumaa, M.2
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    • 84898295324 scopus 로고    scopus 로고
    • Behavior change support systems: A research model and agenda
    • Oinas-Kukkonen, H. Behavior change support systems: A research model and agenda. Persuasive Technology, (2010).
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    • Oinas-Kukkonen, H.1
  • 15
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    • Tailoring persuasive health games to gamer type
    • Orji, R., Mandryk, R.L., Vassileva, J., and Gerling, K.M. Tailoring persuasive health games to gamer type. CHI, (2013), 2467-2476.
    • (2013) CHI , pp. 2467-2476
    • Orji, R.1    Mandryk, R.L.2    Vassileva, J.3    Gerling, K.M.4
  • 16
    • 84961728021 scopus 로고    scopus 로고
    • Gender and persuasive technology: Examining the persuasiveness of persuasive strategies by gender groups
    • Orji, R., Mandryk, R.L., and Vassileva, J. Gender and persuasive technology: Examining the persuasiveness of persuasive strategies by gender groups. Persuasive Technology, (2014).
    • (2014) Persuasive Technology
    • Orji, R.1    Mandryk, R.L.2    Vassileva, J.3
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    • Presence vs. Flow in the context of computer games
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  • 20
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    • Deconstructing gamification: Evaluating the effectiveness of continuous measurement, virtual rewards, and social comparison for promoting physical activity
    • Zuckerman, O., and Gal-Oz, A. Deconstructing gamification: Evaluating the effectiveness of continuous measurement, virtual rewards, and social comparison for promoting physical activity. Personal and Ubiquitous Computing, (2014), 1-15.
    • (2014) Personal and Ubiquitous Computing , pp. 1-15
    • Zuckerman, O.1    Gal-Oz, A.2


* 이 정보는 Elsevier사의 SCOPUS DB에서 KISTI가 분석하여 추출한 것입니다.