2018
DOI: 10.1016/j.infsof.2017.11.009
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MEdit4CEP-Gam: A model-driven approach for user-friendly gamification design, monitoring and code generation in CEP-based systems

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Cited by 40 publications
(44 citation statements)
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“…Model-driven approaches for developing gamified solution have been proposed in [36], [37]. For instance, the framework described in [37] provides a graphical modelling tool that supports a gamification expert to design a gamification strategy. For example, in the education domain, a strategy could be: "A student who watches the introductory video gets 5 basic points".…”
Section: Related Workmentioning
confidence: 99%
“…Model-driven approaches for developing gamified solution have been proposed in [36], [37]. For instance, the framework described in [37] provides a graphical modelling tool that supports a gamification expert to design a gamification strategy. For example, in the education domain, a strategy could be: "A student who watches the introductory video gets 5 basic points".…”
Section: Related Workmentioning
confidence: 99%
“…In this field, Herzing proposed the Gamification Modelling Language (GaML) [23], [15], a modelling language for game design formalized as a Xtext grammar 2 ; the proposed approach transforms the textual definition of the game rules into JSON and Drools Rule Language (DRL) files, interpreted by software components based on the Unity 3 achievement system plugin and Drools Business Rule Engine 4 (BRE). Calderon et al [4] proposed a graphical modelling language for gamification, supported by the Eclipse Modelling Framework 5 (EMF); the gamification domain, the rules and the interactions with non-gamified components can be defined graphically and the resulting model can be transformed into code for the Complex Event Engine (CEP) and for an Enterprise Service Bus (ESB). In both the above mentioned approaches a change of the gamification policies can only be accomplished in one of two ways: (1) by modifying the generated code, which requires expert programming skills to operate on generated code, which is not always human-readable; (2) by updating the model and regenerating the gamification artifacts, which requires the redeployment of the gamified components and makes evolution time consuming.…”
Section: Related Workmentioning
confidence: 99%
“…Group 2 proposed aiming at allowing users to follow an autonomous path, as well as a collaborative path, that could be enabled by the creation of alliance, asymmetrical information distribution for the solution of boss tests. In addition, group 2 suggested including several levels within the MOOC and a skill tree 4 which is a game element often present in roleplaying games, (the Diablo 5 series made it famous) and it enables custom configurations of a character's abilities.…”
Section: Focus Group Highlightsmentioning
confidence: 99%
“…Already three years ago in their literature review, [3] reported on eighteen frameworks for design gamification, related to the following fields: economic; logic; measurement; psychology and user interaction [3]. More recently are available gamification design frameworks focused on graphical modelling and the importance of the UX [4]; relative to the design of gamified software engineering [5], [6], or on the gamification of crowdsources systems [7].…”
Section: Introductionmentioning
confidence: 99%