Andrzej Marczewski
Andrzej Marczewski

Gamified UK

Bibliometrics: publication history
Average citations per article3.75
Citation Count15
Publication count4
Publication years2015-2017
Available for download4
Average downloads per article328.50
Downloads (cumulative)1,314
Downloads (12 Months)913
Downloads (6 Weeks)99
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1 published by ACM
September 2017 XRDS: Crossroads, The ACM Magazine for Students - Incentives and Gamification: Volume 24 Issue 1, Fall 2017
Publisher: ACM
Citation Count: 0
Downloads (6 Weeks): 28,   Downloads (12 Months): 177,   Downloads (Overall): 177

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Gamification is manipulation; at least that is what many people think. Because gamification is a powerful tool for modifying behaviors, how we should consider ethics specifically for gamification?

2 published by ACM
July 2017 UMAP '17: Adjunct Publication of the 25th Conference on User Modeling, Adaptation and Personalization
Publisher: ACM
Citation Count: 0
Downloads (6 Weeks): 10,   Downloads (12 Months): 38,   Downloads (Overall): 38

Full text available: PDFPDF
It is our great pleasure to welcome you to the UMAP 2017 Fifty Shades of Personalization - Workshop on Personalization in Serious and Persuasive Games and Gameful Interactions. Serious games (games for purposes other than entertainment) as well as persuasive games (games for promoting desirable behavior without coercion) are increasingly ...

3 published by ACM
October 2016 CHI PLAY '16: Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play
Publisher: ACM
Citation Count: 8
Downloads (6 Weeks): 50,   Downloads (12 Months): 530,   Downloads (Overall): 680

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Several studies have indicated the need for personalizing gamified systems to users' personalities. However, mapping user personality onto design elements is difficult. Hexad is a gamification user types model that attempts this mapping but lacks a standard procedure to assess user preferences. Therefore, we created a 24-items survey response scale ...
Keywords: gameful design, user types, gamification, hexad

4 published by ACM
October 2015 CHI PLAY '15: Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play
Publisher: ACM
Citation Count: 7
Downloads (6 Weeks): 13,   Downloads (12 Months): 164,   Downloads (Overall): 415

Full text available: PDFPDF
Serious and persuasive games and gamified interactions have become popular in the last years, especially in the realm of behavior change support systems. They have been used as tools to support and influence human behavior in a variety of fields, such as health, sustainability, education, and security. It has been ...
Keywords: persuasive games, gamified interactions, personalization, serious games

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