메뉴 건너뛰기




Volumn , Issue , 2017, Pages 158-174

Towards adaptive gamification: A synthesis of current developments

Author keywords

Adaptive gamification; Adaptive incentives; Personalized gamification; Structured literature review

Indexed keywords

INFORMATION SYSTEMS; INFORMATION USE;

EID: 85056735387     PISSN: None     EISSN: None     Source Type: Conference Proceeding    
DOI: None     Document Type: Conference Paper
Times cited : (63)

References (66)
  • 2
    • 84961805899 scopus 로고    scopus 로고
    • Increasing Student’s Awareness of Their Behavior in Online Learning Environments with Visualizations and Achievement Badges
    • Auvinen, T., Hakulinen, L. and Malmi, L. (2015). „Increasing Student’s Awareness of Their Behavior in Online Learning Environments with Visualizations and Achievement Badges.” IEEE Transactions on Learning Technologies, Volume 8, pp. 261-273
    • (2015) IEEE Transactions on Learning Technologies , vol.8 , pp. 261-273
    • Auvinen, T.1    Hakulinen, L.2    Malmi, L.3
  • 3
    • 84989897804 scopus 로고    scopus 로고
    • Early Prediction of Student Profiles Based on Performance and Gaming Preferences
    • Barata, G., Gama, S., Jorge, J. and Goncalves, G. (2016). “Early Prediction of Student Profiles Based on Performance and Gaming Preferences.” IEEE Transaction on Learning Technologies, Vol. 9, No. 3, pp. 272-284
    • (2016) IEEE Transaction on Learning Technologies , vol.9 , Issue.3 , pp. 272-284
    • Barata, G.1    Gama, S.2    Jorge, J.3    Goncalves, G.4
  • 4
    • 0008917059 scopus 로고    scopus 로고
    • Hearts, Clubs, Diamonds, Spades: Players Who Suit MUDs
    • Bartle, R. (1996). “Hearts, Clubs, Diamonds, Spades: Players Who Suit MUDs.” The Journal of Virtual Environments, 1, (1)
    • (1996) The Journal of Virtual Environments , vol.1 , Issue.1
    • Bartle, R.1
  • 5
    • 84887569448 scopus 로고    scopus 로고
    • Gamification. Design of IT-Based Enhancing Services for Motivational Support and Behavioral Change
    • Blohm, I. and Leimeister, J.M. (2013), „Gamification. Design of IT-Based Enhancing Services for Motivational Support and Behavioral Change.” Business & Information Systems Engineering, Volume 5, pp. 275-278
    • (2013) Business & Information Systems Engineering , vol.5 , pp. 275-278
    • Blohm, I.1    Leimeister, J.M.2
  • 8
    • 84903733053 scopus 로고    scopus 로고
    • A Framework for Evaluating the Effectiveness of Gamification Techniques by Personality Type
    • Butler C. (2014). “A Framework for Evaluating the Effectiveness of Gamification Techniques by Personality Type.” Lecture Notes in Computer Science, pp. 381-389
    • (2014) Lecture Notes in Computer Science , pp. 381-389
    • Butler, C.1
  • 9
    • 84978710850 scopus 로고    scopus 로고
    • Gamification of Collaborative Learning Scenarios: Structuring Persuasive Strategies Using Game Elements and Ontologies
    • G
    • Challco C., G., Mizoguchi, R., Bittencourt Ibert, I. and Isotani, S. (2016). “Gamification of Collaborative Learning Scenarios: Structuring Persuasive Strategies Using Game Elements and Ontologies.” In: Proceedings of the SOCIALEDU 2015, pp. 12-28
    • (2016) Proceedings of The SOCIALEDU 2015 , pp. 12-28
    • Challco, C.1    Mizoguchi, R.2    Bittencourt Ibert, I.3    Isotani, S.4
  • 11
    • 84976404486 scopus 로고    scopus 로고
    • Detecting playfulness in educational gamification through behaviour patterns
    • Paper 6
    • Codish, D. and Ravid G. (2015). “Detecting playfulness in educational gamification through behaviour patterns.” IBM Journal of Research & Development, Vol. 59, Paper 6, pp. 6:1-6:14
    • (2015) IBM Journal of Research & Development , vol.59
    • Codish, D.1    Ravid, G.2
  • 14
    • 0003140320 scopus 로고
    • Organizing knowledge syntheses: A taxonomy of literature reviews
    • Cooper, H.M. (1988). “Organizing knowledge syntheses: A taxonomy of literature reviews.” Knowledge in Society, Volume 1, pp. 104-126
    • (1988) Knowledge in Society , vol.1 , pp. 104-126
    • Cooper, H.M.1
  • 15
    • 84973091487 scopus 로고    scopus 로고
    • Gamification Solutions to Enhance Software User Engagement – A Systematic Review
    • Darejeh, A. and Salim, S.S. (2016). “Gamification Solutions to Enhance Software User Engagement – A Systematic Review.” International Journal of Human-Computer Interaction, pp. 613-642
    • (2016) International Journal of Human-Computer Interaction , pp. 613-642
    • Darejeh, A.1    Salim, S.S.2
  • 17
    • 84989640886 scopus 로고
    • What do we know when we know a person?
    • D.P. McAdams (1995). “What do we know when we know a person?” Journal of Personality, Volume 63, pp. 365-396
    • (1995) Journal of Personality , vol.63 , pp. 365-396
    • McAdams, D.P.1
  • 19
    • 84939609466 scopus 로고    scopus 로고
    • Improving Paid Microtasks through Gamification and Adaptive Furtherance Incentives
    • Feyisetan, O., Simperl, E., Kleek. V.M. and Shadbolt, N. (2015). “Improving Paid Microtasks through Gamification and Adaptive Furtherance Incentives.” In: Proceedings of the WWW 2015, pp. 18-22
    • (2015) Proceedings of The WWW 2015 , pp. 18-22
    • Feyisetan, O.1    Simperl, E.2    Kleek, V.M.3    Shadbolt, N.4
  • 22
    • 84944706665 scopus 로고    scopus 로고
    • Validating Gamification Mechanics and Player Types in an E-Learning Environment
    • Gil, B., Cantandor, I. and Marczewski, A. (2015). “Validating Gamification Mechanics and Player Types in an E-Learning Environment.” Lecture Notes in Computer Science, pp. 568-572
    • (2015) Lecture Notes in Computer Science , pp. 568-572
    • Gil, B.1    Cantandor, I.2    Marczewski, A.3
  • 23
    • 84959421037 scopus 로고    scopus 로고
    • Enhancing the Engagement of Intelligent Tutorial Systems through Personlization of Gamification
    • González, C.S., Toldo, P. and Muñoz V. (2016). “Enhancing the Engagement of Intelligent Tutorial Systems through Personlization of Gamification.” International Journal of Engineering Education Vol. 32, pp. 532-541
    • (2016) International Journal of Engineering Education , vol.32 , pp. 532-541
    • González, C.S.1    Toldo, P.2    Muñoz, V.3
  • 28
    • 84994815069 scopus 로고    scopus 로고
    • Personality-targeted Gamification: A Survey Study on Personality Traits and Motivational Affordances
    • Jia, Y., Xu, B., Karanam, Y. and Voida S. (2016). “Personality-targeted Gamification: A Survey Study on Personality Traits and Motivational Affordances.” In: Proceedings of the CHI 2016, pp. 2001-2013
    • (2016) Proceedings of The CHI 2016 , pp. 2001-2013
    • Jia, Y.1    Xu, B.2    Karanam, Y.3    Voida, S.4
  • 30
    • 85016065172 scopus 로고    scopus 로고
    • Everybody is playing the game, but nobody’s rules are the same: Towards adaption of gamification based on users’s characteristics
    • Klock, A., Gasparini, I., Pimenta, M. and Oliveira, M. (2015). “Everybody is playing the game, but nobody’s rules are the same: towards adaption of gamification based on users’s characteristics.” In: Bulletin of the IEEE Technical Committee on Learning Technology, Volume 17, pp. 22-25
    • (2015) Bulletin of The IEEE Technical Committee on Learning Technology , vol.17 , pp. 22-25
    • Klock, A.1    Gasparini, I.2    Pimenta, M.3    Oliveira, M.4
  • 33
    • 0001290002 scopus 로고    scopus 로고
    • Personlised hypermedia presentation techniques for improving online customer relationships
    • Kobsa, A., Koennemann, J. and Pohl, W. (2001). “Personlised hypermedia presentation techniques for improving online customer relationships.” The Knowledge Engineering Review, Volume 16:2, pp. 111-155
    • (2001) The Knowledge Engineering Review , vol.16 , Issue.2 , pp. 111-155
    • Kobsa, A.1    Koennemann, J.2    Pohl, W.3
  • 34
    • 84897395804 scopus 로고    scopus 로고
    • Demographic differences in perceived benefits from gamification
    • Koivisto, J. and Hamari, J. (2014). “Demographic differences in perceived benefits from gamification.” Computers in Human Behavior, Volume 35, pp. 179-188
    • (2014) Computers in Human Behavior , vol.35 , pp. 179-188
    • Koivisto, J.1    Hamari, J.2
  • 38
    • 85019450283 scopus 로고    scopus 로고
    • Towards understanding the effects of individual gamification elements on intrinsic motivation and performance
    • Press
    • Mekler, D.E., Brühlmann, F., Tuch, A.N. and Opwis, K. (2015). “Towards understanding the effects of individual gamification elements on intrinsic motivation and performance.” Computers in Human Behavior, In Press
    • (2015) Computers in Human Behavior
    • Mekler, D.E.1    Brühlmann, F.2    Tuch, A.N.3    Opwis, K.4
  • 39
    • 84944719934 scopus 로고    scopus 로고
    • The challenger app for social anxiety disorder: New advances in mobile psychological treatment
    • Miloff, A. Marklund A. and Carlbring P. (2015), “The challenger app for social anxiety disorder: New advances in mobile psychological treatment.” Internet Interventions, pp. 382-391
    • (2015) Internet Interventions , pp. 382-391
    • Miloff, A.1    Marklund, A.2    Carlbring, P.3
  • 42
    • 84881035940 scopus 로고    scopus 로고
    • A User-Centered Theoretical Framework for Meaningful Gamification
    • 0
    • Nicholson, S. (2012). “A User-Centered Theoretical Framework for Meaningful Gamification.” In: Proceedings of the Games + Learning Society 8.0, pp. 223-236
    • (2012) Proceedings of The Games + Learning Society , vol.8 , pp. 223-236
    • Nicholson, S.1
  • 43
    • 84947231682 scopus 로고    scopus 로고
    • Opportunities and Risks for Game-Inspired Design of Adaptive Instructional Systems
    • Ososky, S. (2015). “Opportunities and Risks for Game-Inspired Design of Adaptive Instructional Systems.” Lecture Notes in Computer Science, pp. 640-651
    • (2015) Lecture Notes in Computer Science , pp. 640-651
    • Ososky, S.1
  • 45
    • 84982851953 scopus 로고    scopus 로고
    • What do students do on-line? Modeling students’ interactions to improve their learning experience
    • Paiva, R., Bittencourt Ibert, I., Tenório, Jaques, P. and Isotani, S. (2016). “What do students do on-line? Modeling students’ interactions to improve their learning experience.” Computers in Human Behavior, pp. 769-781
    • (2016) Computers in Human Behavior , pp. 769-781
    • Paiva, R.1    Bittencourt Ibert, I.2    Tenório3    Jaques, P.4    Isotani, S.5
  • 46
    • 84978870634 scopus 로고    scopus 로고
    • Usable, Aesthetic, Socialable and Motivating Interface for Student’s Online Knowledge Sharing
    • Ramakrisnan, P. and Jaafar, A. (2016). “Usable, Aesthetic, Socialable and Motivating Interface for Student’s Online Knowledge Sharing.” Lecture Notes in Computer Science, pp. 550-561
    • (2016) Lecture Notes in Computer Science , pp. 550-561
    • Ramakrisnan, P.1    Jaafar, A.2
  • 51
    • 84976607096 scopus 로고    scopus 로고
    • Motivational Gamification Strategies Rooted in Self-Determination Theory for Social Adaptive E-Learning
    • Shi, L. and Cristea I., A. (2016). “Motivational Gamification Strategies Rooted in Self-Determination Theory for Social Adaptive E-Learning.” Lecture Notes in Computer Science, pp. 294-300
    • (2016) Lecture Notes in Computer Science , pp. 294-300
    • Shi, L.1    Cristea, I.2
  • 52
    • 84925235380 scopus 로고    scopus 로고
    • Making it Game-Like: Topolor 2 and Gamified Social E-Learning
    • Shi, L. and Cristea, I. (2014). “Making it Game-Like: Topolor 2 and Gamified Social E-Learning.” In: Proceedings of the UMAP 2014, pp. 61-64
    • (2014) Proceedings of The UMAP 2014 , pp. 61-64
    • Shi, L.1    Cristea, I.2
  • 53
    • 84887844180 scopus 로고    scopus 로고
    • Adaptive Educational Systems
    • Durchlach (Ed.)
    • Shute J., V. and Zapata-Rivera, D. (2011). “Adaptive Educational Systems”, In: P. Durchlach (Ed.), Adaptive Training and Education, Volume 7, pp. 7-27
    • (2011) Adaptive Training and Education , vol.7 , pp. 7-27
    • Shute, J.1    Zapata-Rivera, D.2
  • 59
    • 84948586022 scopus 로고    scopus 로고
    • Gaming personality and game dynamics in online discussion instructions
    • Tu, C., Yen, C., Sujo-Montes, L and Roberts A. G. (2016). “Gaming personality and game dynamics in online discussion instructions.” Educational Media International, Volume 52, pp. 155-172
    • (2016) Educational Media International , vol.52 , pp. 155-172
    • Tu, C.1    Yen, C.2    Sujo-Montes, L.3    Roberts, A.G.4
  • 60
    • 84945312062 scopus 로고    scopus 로고
    • Development of Gamification-Enriched Pedagogical Agent for e-Learning System based on Community of Inquiry
    • Utomo, Y. A. and B. Santoso, H. (2015). “Development of Gamification-Enriched Pedagogical Agent for e-Learning System based on Community of Inquiry.” In: Proceedings of the International HCI and UX Conference (CHIuXiD '15), pp. 1-9
    • (2015) Proceedings of The International HCI and UX Conference (CHIuXiD '15) , pp. 1-9
    • Utomo, Y.A.1    Santoso, H.2
  • 62
  • 63
    • 84858698895 scopus 로고    scopus 로고
    • Motivating participation in social computing applications: A user modelling perspective
    • Vassileva, J. (2012). “Motivating participation in social computing applications: a user modelling perspective.” User Modeling and User-Adapted Interaction, pp. 177-201
    • (2012) User Modeling and User-Adapted Interaction , pp. 177-201
    • Vassileva, J.1
  • 66
    • 0012903874 scopus 로고    scopus 로고
    • Analyzing the Past to Prepare for the Future: Writing a Literature Review
    • Webster, J. and Watson, R.T. (2002). “Analyzing the Past to Prepare for the Future: Writing a Literature Review.” MIS Quartely, 26 (2), pp. 13-23
    • (2002) MIS Quartely , vol.26 , Issue.2 , pp. 13-23
    • Webster, J.1    Watson, R.T.2


* 이 정보는 Elsevier사의 SCOPUS DB에서 KISTI가 분석하여 추출한 것입니다.