Abstract is missing.
- Competition as an element of gamification for learning: an exploratory longitudinal investigationSepandar Sepehr, Milena M. Head. 2-9 [doi]
- Improving participation and learning with gamificationGabriel Barata, Sandra Gama, Joaquim A. Jorge, Daniel Gonçalves 0002. 10-17 [doi]
- Using gamification to inspire new citizen science volunteersAnne Bowser, Derek L. Hansen, Yurong He, Carol L. Boston, Matthew Reid, Logan Gunnell, Jennifer Preece. 18-25 [doi]
- Time's up: studying leaderboards for engaging punctual behaviourJoão P. Costa, Rina R. Wehbe, James Robb, Lennart E. Nacke. 26-33 [doi]
- The design and evaluation of a classroom exergameDiane Watson, Regan L. Mandryk, Kevin G. Stanley. 34-41 [doi]
- Driven to drive: designing gamification for a learner logbook smartphone applicationZachary Fitz-Walter, Peta Wyeth, Dian Tjondronegoro, Bridie Scott-Parker. 42-49 [doi]
- Gamification and serious game approaches for introductory computer science tablet softwareKevin Browne, Christopher Anand. 50-57 [doi]
- Effects of gamification on participation and data quality in a real-world market research domainJared Cechanowicz, Carl Gutwin, Briana Brownell, Larry Goodfellow. 58-65 [doi]
- Do points, levels and leaderboards harm intrinsic motivation?: an empirical analysis of common gamification elementsElisa D. Mekler, Florian Brühlmann, Klaus Opwis, Alexandre N. Tuch. 66-73 [doi]
- SGSEAM: assessing serious game frameworks from a stakeholder experience perspectiveYongwen Xu, Philip M. Johnson, Carleton A. Moore, Robert S. Brewer, Jordan Takayama. 75-78 [doi]
- old weather citizen science projectAlexandra Eveleigh, Charlene Jennett, Stuart Lynn, Anna L. Cox. 79-82 [doi]
- Serious indie games for social awareness: gamifying human characters with disabilitiesAmber Choo, Özgün Eylül Iscen, Mehdi Karamnejad. 83-86 [doi]
- Gamifying behaviour that leads to learningDiane Watson, Mark S. Hancock, Regan L. Mandryk. 87-90 [doi]
- Gamifying the employee recruitment processSam Chow, Derek Chapman. 91-94 [doi]
- Improving student creativity with gamification and virtual worldsGabriel Barata, Sandra Gama, Manuel J. Fonseca, Daniel Gonçalves 0002. 95-98 [doi]
- Positively playful: when videogames lead to player wellbeingKellie Vella, Daniel M. Johnson 0001, Leanne Hides. 99-102 [doi]
- Videogame reward typesCody Phillips, Daniel M. Johnson 0001, Peta Wyeth. 103-106 [doi]
- Reimagining leaderboards: towards gamifying competency models through social game mechanicsKatie Seaborn, Peter Pennefather, Deborah I. Fels. 107-110 [doi]
- When Wii doesn't Fit: how non-beginners react to Wii Fit's gamificationLindsay Reynolds, Victoria Schwanda Sosik, Dan Cosley. 111-114 [doi]
- Got skillz?: player matching, mastery, and engagement in skill-based gamesYaniv Corem, Naor Brown, Jason Petralia. 115-118 [doi]
- The kaleidoscope of effective gamification: deconstructing gamification in business applicationsDennis L. Kappen, Lennart E. Nacke. 119-122 [doi]
- Design-driven research for workplace exergames: the limber case studyDerek F. Reilly, Emma Westecott, David Parker 0007, Samuel Perreault, Derek Neil, Nathan Lapierre, Kate Hartman, Harjot Bal. 123-126 [doi]
- Designing game-based cognitive assessments for elderly adultsTiffany Tong, Mark H. Chignell. 127-130 [doi]
- Designing for fun and play: exploring possibilities in design for gamificationKristina Knaving, Staffan Björk. 131-134 [doi]
- The missing piece in the gamification puzzleDavid Rojas, Bill Kapralos, Adam Dubrowski. 135-138 [doi]
- Deconstructing 'gamified' task-management applicationsDennis L. Kappen, Jens Johannsmeier, Lennart E. Nacke. 139-142 [doi]