2015
DOI: 10.1007/978-3-319-14645-4
|View full text |Cite
|
Sign up to set email alerts
|

Fusion of Smart, Multimedia and Computer Gaming Technologies

Abstract: The aim of this series is to publish a Reference Library, including novel advances and developments in all aspects of Intelligent Systems in an easily accessible and well structured form. The series includes reference works, handbooks, compendia, textbooks, well-structured monographs, dictionaries, and encyclopedias. It contains well integrated knowledge and current information in the field of Intelligent Systems. The series covers the theory, applications, and design methods of Intelligent Systems. Virtually … Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1
1
1

Citation Types

0
3
0

Year Published

2016
2016
2018
2018

Publication Types

Select...
3
2
2

Relationship

0
7

Authors

Journals

citations
Cited by 9 publications
(3 citation statements)
references
References 10 publications
0
3
0
Order By: Relevance
“…Therefore, as extrinsic incentives can crowd out intrinsic motivation [8], it is important to design gamified applications to match the profile of their target users, at the same time carefully selecting which game mechanics to use. To do so, the different types of end-users and their respective characteristics, as well as preferred game mechanics, must be distinguished and taken into consideration [9].…”
Section: Gamification At the Workplacementioning
confidence: 99%
“…Therefore, as extrinsic incentives can crowd out intrinsic motivation [8], it is important to design gamified applications to match the profile of their target users, at the same time carefully selecting which game mechanics to use. To do so, the different types of end-users and their respective characteristics, as well as preferred game mechanics, must be distinguished and taken into consideration [9].…”
Section: Gamification At the Workplacementioning
confidence: 99%
“…In a corporate setting, players have also tend to be more invested in intra-group, than in inter-group, competition (Nikkila et al, 2011). Gamification might also contradict with some personality types and cultural norms (Shahri et al, 2014), highlighting the importance of designing gamified applications to match their potential users' profile, by assessing their respective characteristics, as well as preferred game mechanics (Uskov and Sekar, 2015).…”
Section: Gamification For Energy Efficiency Purposesmentioning
confidence: 99%
“…It can support companies to change behaviours, increase and sustain employee engagement and productivity (Webb, 2013), (Pickard, 2015). Furthermore, the active use of gamification for the improvement of business processes results in amplified workers' positive psychology, and strengthens positive emotions, engagement, relationships, the sense of meaning, as well as accomplishment (Uskov and Sekar, 2015). Thus, we were inspired to build, in the course of the project, a gamification application that receives input from the IoT-enabled platform and provides real-time recommendations to employees in three participating pilot sites, motivating and educating them to adopt a more green behavior.…”
Section: Introductionmentioning
confidence: 99%