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5th International Workshop "Gam-R – Gamification Reloaded"

dc.contributor.authorMazarakis, Athanasios
dc.contributor.authorVoit, Thomas
dc.contributor.editorMarky, Karola
dc.contributor.editorGrünefeld, Uwe
dc.contributor.editorKosch, Thomas
dc.date.accessioned2022-08-30T10:27:32Z
dc.date.available2022-08-30T10:27:32Z
dc.date.issued2022
dc.description.abstractThe “Gam-R – Gamification Reloaded” series hosts a regular international workshop on gamification and related topics. Gamification as a scientific concept for using game-like elements in a non-game context [3] is here to stay [7–10]. The results of the past four workshops were summarized to identify current and future gamification trends and form the basis for the new focus of the workshop. Among other areas, gamification can, from a scientific perspective, help to improve the motivation for education, engage with healthrelated aspects, support sustainable consumption, and improve customer loyalty.en
dc.identifier.doi10.18420/muc2022-mci-ws08-115
dc.identifier.urihttps://dl.gi.de/handle/20.500.12116/39079
dc.language.isoen
dc.publisherGesellschaft für Informatik e.V.
dc.relation.ispartofMensch und Computer 2022 - Workshopband
dc.relation.ispartofseriesMensch und Computer
dc.subjectGamification
dc.subjectGame-based Learning
dc.subjectGame-Based Learning
dc.subjectSerious Games
dc.subjectPervasive Games
dc.title5th International Workshop "Gam-R – Gamification Reloaded"en
dc.typeText/Workshop Paper
gi.citation.publisherPlaceBonn
gi.conference.date4.-7. September 2022
gi.conference.locationDarmstadt
gi.conference.sessiontitleMCI-WS08: 5th International Workshop "Gam-R – Gamification Reloaded"
gi.document.qualitydigidoc

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