2019
DOI: 10.1007/978-3-319-94649-8_40
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RETRACTED CHAPTER: GarbMAS: Simulation of the Application of Gamification Techniques to Increase the Amount of Recycled Waste Through a Multi-agent System

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Cited by 14 publications
(10 citation statements)
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References 16 publications
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“…All these games were presented as prototypes or in the initial stages of their implementation. Four studies (del Campo et al, 2018;González-Briones et al, 2019;Ponis, 2021;Stengos et al, 2019) propose applying gamification in combination with Internet of Things (IoT) technology. Specifically, these studies propose using gamification in relation to waste management, from marine littering control (Ponis, 2021;Stengos et al, 2019) to waste management simulations (González-Briones et al, 2019;Jääskä et al, 2021).…”
Section: Gamification Applied In Ce Researchmentioning
confidence: 99%
“…All these games were presented as prototypes or in the initial stages of their implementation. Four studies (del Campo et al, 2018;González-Briones et al, 2019;Ponis, 2021;Stengos et al, 2019) propose applying gamification in combination with Internet of Things (IoT) technology. Specifically, these studies propose using gamification in relation to waste management, from marine littering control (Ponis, 2021;Stengos et al, 2019) to waste management simulations (González-Briones et al, 2019;Jääskä et al, 2021).…”
Section: Gamification Applied In Ce Researchmentioning
confidence: 99%
“…WSNs provide parameter values and directly incorporate them into other devices within the system that need this information to perform their tasks (weather forecasting, learning user behavior, predicting energy consumption or temperature adjustment). These WSNs have been used in proposals that require the deployment of a large number of sensors, often the number of sensors is not known, examples of such works include [15], [16] and [17].…”
Section: Context and User Behaviour Pattern Extractionmentioning
confidence: 99%
“…Eight of the nine studies did not prove entirely useful to our research efforts, as they either presented their gameful approach without actually evaluating the effectiveness of their design (Bifulco et al 2011;Berengueres et al 2013;Gonza ´lez-Briones et al 2018), evaluated their design qualitatively as a whole with a small number of users (Lotfi and Mohammed 2014;Sreelakshmi et al 2015;Menon et al 2017;Idrobo et al 2018) or touched on a relevant but adjacent topic (Whalen et al 2018). Except for one (Luo et al 2018), these studies did not provide insights into the effect of single design choices on learning outcomes but instead looked at their gameful implementations as a whole.…”
Section: Gameful Design and Waste Sortingmentioning
confidence: 99%