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dc.contributor.authorTriantafyllou, Serafeim-
dc.contributor.authorGeorgiadis, Christos K.-
dc.date.accessioned2023-06-23T12:05:38Z-
dc.date.available2023-06-23T12:05:38Z-
dc.date.issued2022-12-
dc.identifier10.15388/infedu.2022.27en_US
dc.identifier.issn1648-5831en_US
dc.identifier.issn2335-8971en_US
dc.identifier.urihttps://doi.org/10.15388/infedu.2022.27en_US
dc.identifier.urihttps://ruomo.lib.uom.gr/handle/7000/1585-
dc.description.abstractThe rapid development of technology in today’s times make business’ survival a rather complex task. It is therefore necessary for the specialized organization and administration of each company to differentiate and strengthen its competitive advantages. Gamification is an established practice in many business domains and can enforce employees to engage in business processes and change aspects of their behavior. Even though numerous gamification patterns that are described in literature have been used so far by businesses to various working environments, the outcomes were not the best possible that we would expect in terms of their right utilization to business non-game contexts. Thus, there is need for concise gamification patterns that can offer right guidance to game designers in business. Gamification design patterns can provide a distilled knowledge of techniques of how to design object-oriented software. This paper aims to address this gap in existing literature by describing new gamification design patterns, classifying them according to specific criteria and providing new information to this research domain. Our study is a descriptive literature review and is based on review of previous works. This descriptive literature review tries to give a better understanding by proposing new gamification design patterns in the continuously evolving research domain of gamification design patterns.en_US
dc.language.isoenen_US
dc.rightsAttribution-NonCommercial-NoDerivatives 4.0 International*
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/4.0/*
dc.sourceInformatics in Educationen_US
dc.subjectFRASCATI::Natural sciences::Computer and information sciencesen_US
dc.subject.othergamificationen_US
dc.subject.otherdesign patternsen_US
dc.subject.othersoftware designen_US
dc.subject.othergame designen_US
dc.titleGamification Design Patterns for User Engagementen_US
dc.typeArticleen_US
dc.contributor.departmentΤμήμα Εφαρμοσμένης Πληροφορικήςen_US
local.identifier.volume21en_US
local.identifier.issue4en_US
local.identifier.firstpage655en_US
local.identifier.lastpage674en_US
Εμφανίζεται στις Συλλογές: Τμήμα Εφαρμοσμένης Πληροφορικής

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