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Shallow Gamification: Testing Psychological Effects of Framing an Activity as a Game.

. Games Cult., 10 (3): 229-248 (2015)

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Exploring the quantum speed limit with computer games, , , , , , , , , and 1 other author(s). Nature, 532 (7598): 210--213 (Apr 13, 2016)Shallow Gamification: Testing Psychological Effects of Framing an Activity as a Game.. Games Cult., 10 (3): 229-248 (2015)Automatic Similarity Detection in LEGO Ducks., , , , , , and . ICCC, page 106-109. Association for Computational Creativity (ACC), (2020)Play or science?: a study of learning and framing in crowdscience games, , and . (Oct 23, 2015)Snapchat streaks: How adolescents metagame gamification in social media., , , and . GamiFIN, volume 2637 of CEUR Workshop Proceedings, page 126-135. CEUR-WS.org, (2020)Automatic Similarity Detection in LEGO Ducks, , , , , , and . ICCC'20: Eleventh International Conference on Computational Creativity, Association for Computational Creativity (ACC), (Jun 30, 2020)Designing playful, tangible self-report tools to give the child a voice., , , , and . IDC (Extended Abstracts), page 344-349. ACM, (2020)What really works in gamification. eLearning papers, (2015)Getting Humans to do Quantum Optimization - User Acquisition, Engagement and Early Results from the Citizen Cyberscience Game Quantum Moves., , , , and . CoRR, (2015)Exploring the Quantum Speed Limit with Computer Games, , , , , , , , , and 2 other author(s). (2015)cite arxiv:1506.09091Comment: 19 pages, 7 figures, supplementary materials are included.