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  • Challenging games help stud... Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning
    Hamari, Juho; Shernoff, David J.; Rowe, Elizabeth ... Computers in human behavior, 01/2016, Letnik: 54
    Journal Article
    Recenzirano
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    In this paper, we investigate the impact of flow (operationalized as heightened challenge and skill), engagement, and immersion on learning in game-based learning environments. The data was ...
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22.
  • Fake brand gamification. Lu... Fake brand gamification. Ludificación de las marcas visuales cómo estrategia de advertainment
    Bertola Garbellini, Andrea; Polo Serrano, David; Martín Ramallal, Pablo AdComunica, 07/2021 22
    Journal Article
    Recenzirano
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    Las marcas visuales se involucran de forma progresiva y creciente en entornos lúdicos, cambiando su semblante logotípico de manera metamórfica. La evolución de los gustos de los públicos y de las ...
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23.
  • Understanding the dark side... Understanding the dark side of gamification health management: A stress perspective
    Yang, Hualong; Li, Dan Information processing & management, September 2021, 2021-09-00, 20210901, Letnik: 58, Številka: 5
    Journal Article
    Recenzirano

    •We explored the influences of gamification characteristics on stressors and strain for individuals.•The competition and interactivity of gamification are positively associated with privacy invasion ...
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24.
  • How gamification marketing ... How gamification marketing activities motivate desirable consumer behaviors: Focusing on the role of brand love
    Hsu, Chia-Lin; Chen, Mu-Chen Computers in human behavior, November 2018, 2018-11-00, 20181101, Letnik: 88
    Journal Article
    Recenzirano

    Gamification is increasingly applied as a design strategy when improving various behavioral outcomes in the online retailing domain. Understanding the attributes of gamification marketing activities ...
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25.
  • Exploring EFL instructors’ ... Exploring EFL instructors’ perceptions, conceptual awareness, and actual practices about gamification: an exploratory case study in a Turkish state university
    Taşkara, Kübra; Ekmekçi, Emrah Language learning in higher education (Berlin, Germany), 05/2024, Letnik: 14, Številka: 1
    Journal Article

    This study explores Turkish Higher Education EFL instructors’ perceptions and awareness of ‘gamification’, along with their practices of integrating it into the classroom. Through in-depth interviews ...
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  • Gamification in the Workpla... Gamification in the Workplace: The Central Role of the Aesthetic Experience
    Suh, Ayoung; Cheung, Christy M.K.; Ahuja, Manju ... Journal of management information systems, 01/2017, Letnik: 34, Številka: 1
    Journal Article
    Recenzirano

    Although gamification in the workplace is burgeoning, organizations frequently have difficulty sustaining user engagement with a gamified information system (IS). The focus of this study is how a ...
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28.
  • Designing and Evaluating a ... Designing and Evaluating a Collaborative Writing Process with Gamification Elements: Toward a Framework for Gamifying Collaboration Processes
    Wiethof, Christina; Tavanapour, Navid; Bittner, Eva A. C. Association for Information Systems transactions on human-computer interaction, 03/2021, Letnik: 13, Številka: 1
    Journal Article
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    In this study, we examine the influence that gamification elements have on collaboration processes in terms of whether they increase intention to continue to use the system based on meaningful ...
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29.
  • Does gamification affect br... Does gamification affect brand engagement and equity? A study in online brand communities
    Xi, Nannan; Hamari, Juho Journal of business research, 03/2020, Letnik: 109
    Journal Article
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    •We investigated the relationships between gamification, brand engagement and equity.•Achievement and social interaction features affect three forms of brand engagement.•Immersion features only ...
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30.
  • The maturing of gamificatio... The maturing of gamification research
    Nacke, Lennart E.; Deterding, Sebastian Computers in human behavior, June 2017, 2017-06-00, 20170601, Letnik: 71
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