Since gamification appeared, many things have changed. Research may benefit from a more precise definition of…
Category: Gamification
Gamification and Industry 4.0 Tools in the Education 4.0 Paradigm
There is a growing conviction that economic and social development requires more and more the education…
Global Gamification Market
The global gamification market is predicted to generate $76,298.9 million in revenue in 2030. During the…
Deep learning Gamification and Artificial Intelligence as a modern learning tool; or an agent of indoctrination
Over-idealized technocracy is evolving the typical viewpoint of millennial. The enduring technocratic voyage of corporate-driven ambitions…
Gamification in eLearning and Corporate Training
Gamification has become a key tool for companies to engage, train, reward, and retain employees. The…
Personality Profiles of Users Sharing Animal-related Content on Social Media
Animal preferences are thought to be linked with more salient psychological traits of people. Most research…
Human emotions
Gamification like sports, board and other game formats each have unique characteristics that tap into the…
Rewards
Most web sites and online stores gamified by using a reward or loyalty points program that…
Players
Enjoyers What they need: surprise, inspiration, fun. Gamification example: fortune wheel. Self-seekers What they need: status,…
Dopamine
Harvard Study: Dopamine and smartphone