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- review-articleNovember 2024
On the Pre-Perception of Gamification and Game-Based Learning in Higher Education Students: A Systematic Mapping Study
Simulation and Gaming (SIMG), Volume 55, Issue 6Pages 985–1010https://doi.org/10.1177/10468781241271082BackgroundThe fields of gamification and game-based learning are growing and changing quickly, with researchers investigating the use of gamification in education using various methods and in numerous case studies, however, no research investigates the ...
- posterNovember 2024
Demo: Smartwatch-Driven Gaming for Stroke Rehabilitation
SenSys '24: Proceedings of the 22nd ACM Conference on Embedded Networked Sensor SystemsPages 887–888https://doi.org/10.1145/3666025.3699421Patients surviving a brain stroke often experience an impaired neuro-motor coordination and cognitive capability. Rehabilitation assisted by therapists can help them regain much of this coordination. In recent past, gamified activities have proved to be ...
- posterOctober 2024
Gamification of Food Selection and Nutrition Education in Virtual Reality
ISS Companion '24: Companion Proceedings of the 2024 Conference on Interactive Surfaces and SpacesPages 79–82https://doi.org/10.1145/3696762.3698057The increasing global prevalence of obesity and related health issues underscores the need for innovative dietary interventions. This paper explores the potential of combining gamification and Virtual Reality (VR) to promote healthier eating habits ...
- research-articleOctober 2024
Gamification of walking in nature: A field experiment with Pokémon GO Routes
- Samuli Laato,
- Sampsa Rauti,
- Bastian Kordyaka,
- Konstantinos Papangelis,
- Sangwon Jung,
- Timo Nummenmaa,
- Juho Hamari
Proceedings of the ACM on Human-Computer Interaction (PACMHCI), Volume 8, Issue CHI PLAYArticle No.: 310, Pages 1–25https://doi.org/10.1145/3677075There are numerous benefits from regularly walking in nature, and today's mobile technologies have the potential to encourage people to do so. Past research has showed that gamified map-based apps and location-based games (LBGs) have the capability to ...
- research-articleOctober 2024
From Novelty to Clinical Practice: Exploring VR Exergames with Physical Therapists
Proceedings of the ACM on Human-Computer Interaction (PACMHCI), Volume 8, Issue CHI PLAYArticle No.: 303, Pages 1–29https://doi.org/10.1145/3677068The COVID-19 pandemic, the rise of telehealth and virtual medicine, and the increased accessibility of commercial VR headsets have created opportunities to revitalize the physical therapy field and introduce more innovative tools to complement ...
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- research-articleOctober 2024
Changing Climate Change Mental Models Through Game-Based Learning: A Controlled Experiment Involving Cognitive Mapping
Proceedings of the ACM on Human-Computer Interaction (PACMHCI), Volume 8, Issue CHI PLAYArticle No.: 297, Pages 1–28https://doi.org/10.1145/3677062Climate change is one of humankind's grand challenges, and how we think about it influences how we perceive its risks and act. Understanding people's mental models of climate change (that is, how they internally represent it) and potentially challenging ...
- research-articleOctober 2024
Auditory, Visual, or Both? Comparing Visual and Auditory Representations of Game Elements in a Gamified Image-Tagging Task
Proceedings of the ACM on Human-Computer Interaction (PACMHCI), Volume 8, Issue CHI PLAYArticle No.: 294, Pages 1–28https://doi.org/10.1145/3677059In gamification users show increased motivation and engagement towards tasks. So far, this effect has mostly been empirically tested based on the visual depiction of game elements, while research on the use and addition of auditory aspects is sparse. In ...
- demonstrationOctober 2024
EncoreLife: A Gamified Platform to Enhance Older Adults' Social Connections and Daily Life Structure during Transition to Retirement: A Gamified Platform to Enhance Post-Retirement Life for Older Adults
CHI PLAY Companion '24: Companion Proceedings of the 2024 Annual Symposium on Computer-Human Interaction in PlayPages 324–330https://doi.org/10.1145/3665463.3678841Retirement is a significant life event that can have major impacts on well-being. Although demographic changes have led to longer post-retirement periods, the extended lifespan does not guarantee increased quality of life. Older adults may experience ...
- research-articleOctober 2024
EcoMeal: Gamified Eco-Feedback of Food Consumption using a Virtual Garden
CHI PLAY Companion '24: Companion Proceedings of the 2024 Annual Symposium on Computer-Human Interaction in PlayPages 43–49https://doi.org/10.1145/3665463.3678795We propose EcoMeal, a gamified mobile application that helps users to understand the environmental impact of their daily food consumption. With EcoMeal, users scan the barcodes on packaging of food-related products to reveal details of factors ...
- research-articleOctober 2024
Climate Change at Your Doorstep: An Experiment Using a Digital Game and Distance Framing
CHI PLAY Companion '24: Companion Proceedings of the 2024 Annual Symposium on Computer-Human Interaction in PlayPages 71–77https://doi.org/10.1145/3665463.3678780Action and concern about climate change keep increasing. Yet, the climate crisis has traditionally been perceived as far-away and abstract. It has been argued that forms of psychological distance such as geographic (it will not affect my local area) and ...
- posterOctober 2024
ChipQuest: Gamifying the Semiconductor Manufacturing Process to Inspire Future Workforce
UIST Adjunct '24: Adjunct Proceedings of the 37th Annual ACM Symposium on User Interface Software and TechnologyArticle No.: 108, Pages 1–3https://doi.org/10.1145/3672539.3686318Semiconductor manufacturing is crucial for national economies; however, the industry faces significant talent shortages. While extensive research exists on motivating students in STEM learning, there is little work specifically addressing semiconductor ...
- research-articleOctober 2024
MeetingBenji: Tackling Cynophobia with Virtual Reality, Gamification, and Biofeedback
VRST '24: Proceedings of the 30th ACM Symposium on Virtual Reality Software and TechnologyArticle No.: 4, Pages 1–9https://doi.org/10.1145/3641825.3687747Phobias, particularly animal phobias like cynophobia (fear of dogs), disrupt the lives of those affected by, for instance, limiting outdoor activities. While virtual reality exposure therapy (VRET) has emerged as a potential treatment for this phobia, ...
- abstractOctober 2024Best Poster
Training for Ultrasound Imaging: An Evaluation of SonoGame
- Selin Guergan,
- Victoria Henze,
- Christian Gall,
- Birgitt Schoenfisch,
- Sara Brucker,
- Markus Hahn,
- Sven Bertel,
- Lukas Mayer,
- Matthias Suencksen,
- Michael Teistler
SUI '24: Proceedings of the 2024 ACM Symposium on Spatial User InteractionArticle No.: 54, Pages 1–2https://doi.org/10.1145/3677386.3688880Ultrasound examination is an important imaging method used across the medical field (e.g. [1]). However, during medical education, practical training opportunities for ultrasound imaging are not yet widely available, while good potential exists for ...
- editorialOctober 2024
- research-articleSeptember 2024
Exploring the Use of Unplugged Gamification on Programming Learners’ Experience
ACM Transactions on Computing Education (TOCE), Volume 24, Issue 3Article No.: 42, Pages 1–25https://doi.org/10.1145/3686165Despite recent high interest among researchers and practitioners in learning programming, even the most dedicated learners can struggle to find motivation for studying and practicing programming. Therefore, in recent years, several strategies (e.g., ...
- research-articleOctober 2024
PolyGloT-UML: A Gamified Framework for Enhancing UML Learning Paths
- Antonio Bucchiarone,
- Tommaso Guidolin,
- Lorenzo Fasol,
- Gianluca Schiavo,
- Jörg Kienzle,
- Sebastien Gerard,
- David Négrier,
- Tommaso Martorella
MODELS Companion '24: Proceedings of the ACM/IEEE 27th International Conference on Model Driven Engineering Languages and SystemsPages 31–35https://doi.org/10.1145/3652620.3687785Modeling is a key activity in conceptual design and system design, making learning and understanding modeling languages like the Unified Modeling Language (UML) crucial. Despite the availability of various interactive and gamified UML learning ...
- research-articleAugust 2024
Treating Symptoms or Treating Causes? Therapeutic Video Games for Mental Health
Games: Research and Practice (GAMES), Volume 2, Issue 2Article No.: 10, Pages 1–3https://doi.org/10.1145/3664282This short viewpoint piece poses the question, ‘what are the ethical implications of designing video games that address the societal causes of mental illness rather than an individual's symptoms?’
- research-articleJuly 2024
Virtual Reality simulation and Video Lecture are Equally Effective in Abscess Incision Training: A Multicentre Randomised Controlled Trial
Simulation and Gaming (SIMG), Volume 55, Issue 4Pages 776–785https://doi.org/10.1177/10468781241237545IntroductionThe aim of the study was to evaluate undergraduate medical students’ knowledge and self-confidence to perform abscess incision after virtual reality-simulation or video lecture. Pre and post-knowledge assessment was conducted.
Materials ... - research-articleJuly 2024
Effects of Gamification on Motivations of Elementary School Students: An Action Research Field Experiment
Simulation and Gaming (SIMG), Volume 55, Issue 4Pages 600–636https://doi.org/10.1177/10468781241237389BackgroundGamification research and practice have gained popularity, but there is a lack of experimental and field evidence regarding the effectiveness of specific design elements and their use contexts especially in developing countries.
AimThis ...
- short-paperJuly 2024
Exploring Disparities in Student and Practitioner Perceptions of Skill Proficiency with SE Gap Awareness
L@S '24: Proceedings of the Eleventh ACM Conference on Learning @ ScalePages 274–278https://doi.org/10.1145/3657604.3664684Software engineering (SE) is constantly changing and evolving, increasing the gaps in knowledge and skills that students need to become productive software engineers in industry. To address the gaps in SE education, this paper introduces SE Gap Awareness-...