References
[1]. Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: defining "gamification". Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments. https://dl.acm.org/doi/abs/10.1145/2181037.2181040
[2]. Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does gamification work?--a literature review of empirical studies on gamification. 2014 47th Hawaii International Conference on System Sciences. https://ieeexplore.ieee.org/abstract/document/6758978
[3]. Caponetto, I., Earp, J., & Ott, M. (2014). Gamification and education: A literature review. European Conference on Games Based Learning. https://books.google.com/books?hl=zh-CN&lr=&id=IedEBQAAQBAJ&oi=fnd&pg=PA50
[4]. Rigby, S., & Ryan, R. M. (2011). Glued to games: how video games draw us in and hold us spellbound. Greenwood Press.
[5]. University, S. D. N., Deterding, S., University, N., University, A. C. N., Canossa, A., University, C. H. N., Harteveld, C., University, S. C. N., Cooper, S., Lennart E. Nacke University of Ontario Institute of Technology, Nacke, L. E., University of Ontario Institute of Technology, Jennifer R. Whitson University of Waterloo, Whitson, J. R., Waterloo, U. of, Huawei, University, Y., Research, M., Kaist, & Metrics, O. M. A. (2015, April 1). Gamifying Research: Proceedings of the 33rd Annual ACM Conference Extended Abstracts on Human Factors in Computing Systems. ACM Conferences. https://dl.acm.org/doi/abs/10.1145/2702613.2702646
Cite this article
Zhi,X. (2024). Gameful interaction: How principles of game design can be applied to enhance user experiences in non-game applications. Applied and Computational Engineering,43,174-179.
Data availability
The datasets used and/or analyzed during the current study will be available from the authors upon reasonable request.
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References
[1]. Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: defining "gamification". Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments. https://dl.acm.org/doi/abs/10.1145/2181037.2181040
[2]. Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does gamification work?--a literature review of empirical studies on gamification. 2014 47th Hawaii International Conference on System Sciences. https://ieeexplore.ieee.org/abstract/document/6758978
[3]. Caponetto, I., Earp, J., & Ott, M. (2014). Gamification and education: A literature review. European Conference on Games Based Learning. https://books.google.com/books?hl=zh-CN&lr=&id=IedEBQAAQBAJ&oi=fnd&pg=PA50
[4]. Rigby, S., & Ryan, R. M. (2011). Glued to games: how video games draw us in and hold us spellbound. Greenwood Press.
[5]. University, S. D. N., Deterding, S., University, N., University, A. C. N., Canossa, A., University, C. H. N., Harteveld, C., University, S. C. N., Cooper, S., Lennart E. Nacke University of Ontario Institute of Technology, Nacke, L. E., University of Ontario Institute of Technology, Jennifer R. Whitson University of Waterloo, Whitson, J. R., Waterloo, U. of, Huawei, University, Y., Research, M., Kaist, & Metrics, O. M. A. (2015, April 1). Gamifying Research: Proceedings of the 33rd Annual ACM Conference Extended Abstracts on Human Factors in Computing Systems. ACM Conferences. https://dl.acm.org/doi/abs/10.1145/2702613.2702646