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Automatic generation and recommendation of personalized challenges for gamification
16 references·2 citing·47 second hop
Automatic generation and recommendation of personalized challenges for gamification (2020)Automatic generation and recommendation o…Designing Virtual Worlds (2025)Designing Virtual WorldsDesigning Engaging Games Using Bayesian Optimization (2016)Designing Engaging Games Usin…A gamification framework for the long-term engagement of smart citizens (2016)A gamification framework for …Using gamification to incentivize sustainable urban mobility (2015)Using gamification to incenti…Actionable Gamification: Beyond Points, Badges, and Leaderboards (2015)Actionable Gamification: Beyo…A Player Model for Adaptive Gamification in Learning Environments (2015)A Player Model for Adaptive G…Towards Personalised Gaming via Facial Expression Recognition (2014)Towards Personalised Gaming v…Saving energy in an office environment: A serious game intervention (2014)Saving energy in an office en…Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Does Gamification Work? -- A …Tripzoom (2012)TripzoomTowards affective camera control in games (2010)Towards affective camera cont…Dynamic Difficulty Adjustment in Computer Games Through Real-Time Anxiety-Based Affective Feedback (2009)Dynamic Difficulty Adjustment…Toward an understanding of flow in video games (2008)Toward an understanding of fl…Results from deploying a participation incentive mechanism within the enterprise (2008)Results from deploying a part…Flow in games (and everything else) (2007)Flow in games (and everything…The rating of chessplayers, past and present (1978)The rating of chessplayers, p…Effectiveness of nudges for sustainable transportation: A systematic review (2025)Effectiveness of nudges for s…Gamification as a panacea to workplace cyberloafing: an application of self-determination and social bonding theories (2024)Gamification as a panacea to …Augmented Learning: Research and Design of Mobile Educational Games (2008)Evaluation of a pervasive game for domestic energy engagement among teenagers (2009)A systematic literature review of empirical evidence on computer games and serious games (2012)Developing a gamified mobile application to encourage sustainable energy use in the office (2018)Using a serious game to communicate risk and minimize psychological distance regarding environmental pollution (2019)‘Go with the flow’ for gamification and sustainability marketing (2021)The theory of planned behavior (1991)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)From game design elements to gamefulness (2011)Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)The Rise of Motivational Information Systems: A Review of Gamification Research (2017)Affective Computing (1997)Emotion recognition in human-computer interaction (2001)GameFlow (2005)A review of the use of psychophysiological methods in game research (2011)A survey of methods for data fusion and system adaptation using autonomic nervous system responses in physiological computing (2012)Player–video game interaction: A systematic review of current concepts (2015)The magical number seven, plus or minus two: Some limits on our capacity for processing information. (1956)The magical number seven, plus or minus two: Some limits on our capacity for processing information. (1994)A mixed methods assessment of students' flow experiences during a mobile augmented reality science game (2013)Videogames for Emotion Regulation: A Systematic Review (2018)Gameful Experience Questionnaire (GAMEFULQUEST): an instrument for measuring the perceived gamefulness of system use (2019)Theory of games and economic behavior (2019)Flow: the psychology of optimal experience (1990)The Scientific Research Potential of Virtual Worlds (2007)EGameFlow: A scale to measure learners’ enjoyment of e-learning games (2008)Gamification in Science Education. A Systematic Review of the Literature (2021)Building a practically useful theory of goal setting and task motivation: A 35-year odyssey. (2002)Using Social Psychology to Motivate Contributions to Online Communities (2005)Why should i share? examining social capital and knowledge contribution in electronic networks of practice (2005)Removing gamification from an enterprise SNS (2012)Do points, levels and leaderboards harm intrinsic motivation? (2013)Leaderboards in a virtual classroom: A test of stereotype threat and social comparison explanations for women's math performance (2014)The sustainable mobility paradigm (2007)Exploring gamification to support manufacturing education on industry 4.0 as an enabler for innovation and sustainability (2018)Gamification design to foster stakeholder engagement and behavior change: An application to urban freight transport (2018)Game on! A state-of-the-art overview of doing business with gamification (2023)Fundamental Components of the Gameplay Experience: Analysing Immersion (2005)"Alone together?" (2006)Mad City Mystery: Developing Scientific Argumentation Skills with a Place-based Augmented Reality Game on Handheld Computers (2007)The role of deliberate practice in the acquisition of expert performance. (1993)Expert performance: Its structure and acquisition. (1994)Artificial intelligence and the changing sources of competitive advantage (2022)Gamification: a systematic review of design frameworks (2017)Between Level Up and Game Over: A Systematic Literature Review of Gamification in Education (2021)Gamification of e-learning in higher education: a systematic literature review (2023)
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References

  • 2014Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification5,197 cited
  • 1978The rating of chessplayers, past and present1,200 cited
  • 2025Designing Virtual Worlds1,173 cited
  • 2007Flow in games (and everything else)1,013 cited
  • 2015Actionable Gamification: Beyond Points, Badges, and Leaderboards779 cited
  • 2008Toward an understanding of flow in video games480 cited
  • 2009Dynamic Difficulty Adjustment in Computer Games Through Real-Time Anxiety-Based Affective Feedback261 cited
  • 2008Results from deploying a participation incentive mechanism within the enterprise258 cited
  • 2014Saving energy in an office environment: A serious game intervention169 cited
  • 2015Using gamification to incentivize sustainable urban mobility154 cited
  • 2010Towards affective camera control in games110 cited
  • 2015A Player Model for Adaptive Gamification in Learning Environments97 cited
  • 2014Towards Personalised Gaming via Facial Expression Recognition81 cited
  • 2016Designing Engaging Games Using Bayesian Optimization73 cited
  • 2016A gamification framework for the long-term engagement of smart citizens61 cited

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  • 2012Tripzoom38 cited
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    • 2024Gamification as a panacea to workplace cyberloafing: an application of self-determination and social bonding theories16 cited
    • 2025Effectiveness of nudges for sustainable transportation: A systematic review4 cited