Journal of Global Information Management,
Journal Year:
2024,
Volume and Issue:
32(1), P. 1 - 33
Published: Aug. 14, 2024
The
fast-growing
use
of
gamification
in
e-learning
underscores
its
potential
to
enhance
individuals'
learning
performance
and
experience.
However,
the
mechanisms
through
which
key
element
influences
people's
remain
unclear.
This
study
addresses
this
gap
by
investigating
how
distinct
leaderboard
directions
influence
individual
satisfaction.
We
conduct
a
randomized
experiment
examine
these
effects
explore
underlying
mechanisms.
Our
results
show
that
upward
improves
satisfaction
fostering
effort
active
exploration.
In
contrast,
downward
enhances
self-efficacy
self-expansion.
Interestingly,
effect
lateral
leaderboards
on
appears
not
associated
with
development
personal
meaning.
contributes
current
research
practice
providing
important
insights
for
effective
gamified
design,
implementation,
use.
PENA TEKNIK Jurnal Ilmiah Ilmu-Ilmu Teknik,
Journal Year:
2024,
Volume and Issue:
9(1), P. 27 - 27
Published: March 16, 2024
The
higher
practice
of
private
car
use
in
DKI
Jakarta
amid
the
implementation
TDM
strategy
that
continues
to
be
developed
leads
increased
traffic
congestion,
which
turn
causes
economic
losses,
deteriorated
air
quality,
and
an
increase
acute
respiratory
tract
infection
cases.
Innovation
is
needed
pull
residents
suppress
this
behavior,
especially
those
who
have
(access
to)
vehicles
switch
public
transportation.
This
study
tries
analyze
effect
gamification
on
behavioral
intentions
(choice
users)
transit
for
their
daily
activities
(school/college/work).
Modifications
Theory
Planned
Behavior
(TPB)
were
carried
out
investigate
influence
through
attitudes
control
theory
was
tested
using
questionnaire
data
from
200
respondents
with
SEM-PLS
analysis.
elements
points,
levels,
rewards,
games
are
used
as
indicators
gamification.
shows
positively
significantly
affects
control.
findings
confirm
significant
positive
results
research
can
also
material
consideration
(TDM)
policy
innovation
Jakarta.
The Korean Society of Costume,
Journal Year:
2024,
Volume and Issue:
74(2), P. 115 - 139
Published: April 30, 2024
With
gamification
becoming
increasingly
recognized
as
a
marketing
tool
that
effectively
attracts
public
attention
and
promotes
consumer
engagement
interaction
with
brand
experiences,
this
study
analyzed
the
design
structure
persuasive
mechanisms
of
games
developed
by
fashion
brands.
This
discovered
aspects
high-fashion
include
points,
feedback,
collectible
elements,
timers,
levels,
avatars,
achievement
while
many
games'
behavioral
concepts
are
designed
familiar
easy
such
collecting,
keeping,
customizing,
obtaining.
The
dynamics
mostly
simple
coordination
activities,
being
preferred
daredevil
player
types.
In
terms
aesthetics,
most
utilize
retro,
cuteness,
futuristic
imagery.
Furthermore,
they
range
from
evoking
emotions
related
to
sensation,
submission,
challenge,
discovery,
play
those
eliciting
complex
relating
fantasy,
expression,
narrative,
fellowship.
produced
brands
achieve
integration
not
only
through
placement
elements
representing
products
events
but
also
interactive
elements.
consistency
between
game
incorporating
themes
images
resonate
message.
Additionally,
possess
attributes
entertainment,
autonomy,
interactivity
utilizing
straightforward
mechanics
well
personalization,
sharing,
conclusion,
employed
represents
an
effective
form
visual
communication
can
be
powerful
strategy
for
naturally
slip
into
Advances in hospitality, tourism and the services industry (AHTSI) book series,
Journal Year:
2024,
Volume and Issue:
unknown, P. 243 - 258
Published: June 7, 2024
Gamification
is
the
process
of
incorporating
game
design
elements,
mechanics,
and
ideas
into
non-game
environments
to
encourage
participation,
improve
learning,
create
engagement.
This
chapter
investigates
gamification's
potential
as
a
regenerative
tool
in
field
cultural
heritage
protection
interpretation.
describes
approaches
gamification
tourism
its
implementation
for
protecting
culture
developing
nations
like
India,
which
has
rich
diversities
art,
cultures,
beliefs,
festivals,
values,
cuisines.
Journal of Global Information Management,
Journal Year:
2024,
Volume and Issue:
32(1), P. 1 - 33
Published: Aug. 14, 2024
The
fast-growing
use
of
gamification
in
e-learning
underscores
its
potential
to
enhance
individuals'
learning
performance
and
experience.
However,
the
mechanisms
through
which
key
element
influences
people's
remain
unclear.
This
study
addresses
this
gap
by
investigating
how
distinct
leaderboard
directions
influence
individual
satisfaction.
We
conduct
a
randomized
experiment
examine
these
effects
explore
underlying
mechanisms.
Our
results
show
that
upward
improves
satisfaction
fostering
effort
active
exploration.
In
contrast,
downward
enhances
self-efficacy
self-expansion.
Interestingly,
effect
lateral
leaderboards
on
appears
not
associated
with
development
personal
meaning.
contributes
current
research
practice
providing
important
insights
for
effective
gamified
design,
implementation,
use.