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dc.contributor.authorMazarakis, Athanasios
dc.date.accessioned2021-11-30T05:16:37Z
dc.date.available2021-11-30T05:16:37Z
dc.date.issued2021
dc.identifier.issn2196-6826
dc.identifier.urihttp://dl.gi.de/handle/20.500.12116/37598
dc.description.abstractGamification can help to increase motivation for various activities. As a fundamental concept in HCI, gamification has connections with various fields involving mixed reality, health care, or education. This article presents the expertise of 106 gamification specialists who participated in four workshops called “Gam-R — Gamification Reloaded.” The extraction of current and future trends in gamification is the result of this. Four general topics, four in-depth topics, and seven emerging fields of application for gamification are depicted and enriched with the current state of research to support interested academic scholars and practitioners. Technical and less technical areas, which are the fields of work and research in gamification, are demonstrated. Some areas are already trending, while others are just beginning to show a future trend.en
dc.language.isoen
dc.publisherDe Gruyter
dc.relation.ispartofi-com: Vol. 20, No. 3
dc.subjectGamification
dc.subjectMotivation
dc.subjectTrends
dc.titleGamification Reloaded - Current and Future Trends in Gamification Scienceen
dc.typeText/Journal Article
dc.pubPlaceBerlin
mci.reference.pages279-294
dc.identifier.doi10.1515/icom-2021-0025


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