2019
DOI: 10.1016/j.ijhcs.2018.08.003
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Defining gameful experience as a psychological state caused by gameplay: Replacing the term ‘Gamefulness’ with three distinct constructs

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Cited by 86 publications
(81 citation statements)
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“…To motivate engagement with activities that may not be inherently inviting, such as exercise [18] or routine work activities [50], there has been a pervasive effort to make these activities, and the systems and services employed around them, more game-like through several techniques [13]: gamification [21,31], exergames [41], serious games [28], game-based learning [17,24] games-with-a-purpose/human computation [37,49], quantified-self (e.g. [14,18]), and persuasive technologies/behavior change systems [55]; all of which generally belong to the larger class of motivational information systems [26].…”
Section: Gamefulnessmentioning
confidence: 99%
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“…To motivate engagement with activities that may not be inherently inviting, such as exercise [18] or routine work activities [50], there has been a pervasive effort to make these activities, and the systems and services employed around them, more game-like through several techniques [13]: gamification [21,31], exergames [41], serious games [28], game-based learning [17,24] games-with-a-purpose/human computation [37,49], quantified-self (e.g. [14,18]), and persuasive technologies/behavior change systems [55]; all of which generally belong to the larger class of motivational information systems [26].…”
Section: Gamefulnessmentioning
confidence: 99%
“…While traditional understanding still often regards gaming as a pure leisure activity without further benefits to an individual, gamified and gameful services combine dimensions of hedonism and utility [26,30,31]. The goal in gameful system design is to employ gameful design practices, which would in turn induce gameful experiences [22].…”
Section: Gamefulnessmentioning
confidence: 99%
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