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In this paper we present a method for analysis and application of gamification as a tool to assist the participation and motivation of people in carrying out various tasks and activities. We analyze what are the psychological and social motivations of human beings, and how game mechanics can help when it comes to satisfy these needs. Likewise, it is proposed a method for analyzing the effectiveness of gamification based on a quality service model and the metrics associated with the properties of the playability as a measure of fun induced by the process of gamification.
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Stored only when both papers are in the corpus — 234 citations exist upstream.
Papers that cite the same references — the relational fallback while embeddings are still backfilling.
Imported from OpenAlex (CC0) — nothing here is generated.