2018
DOI: 10.1016/j.procs.2018.07.248
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Representation of Events and Rules in Gamification Systems

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Cited by 12 publications
(19 citation statements)
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“…While e-guide gamification rules can be effectively represented in textual notation [7], their editing by subject 708 PROCEEDINGS OF THE FEDCSIS. LEIPZIG, 2019…”
Section: Discussionmentioning
confidence: 99%
See 1 more Smart Citation
“…While e-guide gamification rules can be effectively represented in textual notation [7], their editing by subject 708 PROCEEDINGS OF THE FEDCSIS. LEIPZIG, 2019…”
Section: Discussionmentioning
confidence: 99%
“…For this purpose, a common notation of gamification rules for e-guides has to be used, and such notation has been proposed [7]. Although, the textual notation it uses was designed for readability, in the course of implementation of the BalticMuseums: Love IT!…”
mentioning
confidence: 99%
“…While GaML relies on the external (gamified) system to identify events that are relevant for triggering the gamification rules before exposing them, the notation for the representation of events and rules proposed in [10] makes it a part of the rule specification. The only requirement for the gamified system is, therefore, to produce a standardized stream of communications exposing all the potentially relevant, possibly low-level events happening therein.…”
Section: Related Workmentioning
confidence: 99%
“…Note, though, the special cases of GSt and GRS. Both can be considered to be data sets: a list of attributes that define the game state in the case of GSt and a list of rule definitions specified in a general-purpose or domain-specific language (see [26] for an example of such a specialized language) in the case of GRS. As such, they could be made available in whole as web resources, however a much more convenient and secure solution is to provide an access to their respective elements via a web service offering four basic types of operation (create/read/update/delete).…”
Section: Basic Properties Of the Dispersed E-guide Gamification Systementioning
confidence: 99%
“…The proof of concept for the architecture is provided by the cloud-based service for gamification of e-guides [27], which uses the event and rule definition scheme described in work [26]. While the developed system has successfully passed various types of tests in different simulated environments, the real-world verification will start after the e-guides which are currently being developed within the framework of the BalticMuseums: Love IT!…”
Section: Practical Verification Of the Architecturementioning
confidence: 99%