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Gamification 2013: Toronto, Ontario, Canada
- Lennart E. Nacke, Kevin A. Harrigan, Neil C. Randall:

Proceedings of the First International Conference on Gameful Design, Research, and Applications, Gamification '13, Toronto, Ontario, Canada, October 2-4, 2013. ACM 2013, ISBN 978-1-4503-2815-9 - Sepandar Sepehr, Milena M. Head

:
Competition as an element of gamification for learning: an exploratory longitudinal investigation. 2-9 - Gabriel Barata, Sandra Gama

, Joaquim A. Jorge
, Daniel Gonçalves
:
Improving participation and learning with gamification. 10-17 - Anne Bowser, Derek L. Hansen, Yurong He, Carol L. Boston, Matthew Reid, Logan Gunnell, Jennifer Preece:

Using gamification to inspire new citizen science volunteers. 18-25 - João P. Costa, Rina R. Wehbe

, James Robb, Lennart E. Nacke
:
Time's up: studying leaderboards for engaging punctual behaviour. 26-33 - Diane K. Watson, Regan L. Mandryk

, Kevin G. Stanley:
The design and evaluation of a classroom exergame. 34-41 - Zachary Fitz-Walter

, Peta Wyeth
, Dian Tjondronegoro
, Bridie Scott-Parker
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Driven to drive: designing gamification for a learner logbook smartphone application. 42-49 - Kevin Browne, Christopher Anand

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Gamification and serious game approaches for introductory computer science tablet software. 50-57 - Jared Cechanowicz, Carl Gutwin, Briana Brownell, Larry Goodfellow:

Effects of gamification on participation and data quality in a real-world market research domain. 58-65 - Elisa D. Mekler

, Florian Brühlmann
, Klaus Opwis
, Alexandre N. Tuch:
Do points, levels and leaderboards harm intrinsic motivation?: an empirical analysis of common gamification elements. 66-73 - Yongwen Xu, Philip M. Johnson, Carleton A. Moore, Robert S. Brewer, Jordan Takayama:

SGSEAM: assessing serious game frameworks from a stakeholder experience perspective. 75-78 - Alexandra Eveleigh

, Charlene Jennett, Stuart Lynn, Anna L. Cox
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"I want to be a captain! I want to be a captain!": gamification in the old weather citizen science project. 79-82 - Amber Choo, Özgün Eylül Iscen, Mehdi Karamnejad:

Serious indie games for social awareness: gamifying human characters with disabilities. 83-86 - Diane K. Watson, Mark S. Hancock

, Regan L. Mandryk
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Gamifying behaviour that leads to learning. 87-90 - Sam Chow, Derek Chapman

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Gamifying the employee recruitment process. 91-94 - Gabriel Barata, Sandra Gama

, Manuel J. Fonseca
, Daniel Gonçalves
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Improving student creativity with gamification and virtual worlds. 95-98 - Kellie Vella

, Daniel M. Johnson
, Leanne Hides:
Positively playful: when videogames lead to player wellbeing. 99-102 - Cody J. Phillips

, Daniel M. Johnson
, Peta Wyeth
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Videogame reward types. 103-106 - Katie Seaborn

, Peter Pennefather, Deborah I. Fels:
Reimagining leaderboards: towards gamifying competency models through social game mechanics. 107-110 - Lindsay Reynolds, Victoria Schwanda Sosik, Dan Cosley:

When Wii doesn't Fit: how non-beginners react to Wii Fit's gamification. 111-114 - Yaniv Corem, Naor Brown, Jason Petralia:

Got skillz?: player matching, mastery, and engagement in skill-based games. 115-118 - Dennis L. Kappen

, Lennart E. Nacke
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The kaleidoscope of effective gamification: deconstructing gamification in business applications. 119-122 - Derek Reilly, Emma Westecott, David Parker, Samuel Perreault, Derek Neil, Nathan Lapierre, Kate Hartman, Harjot Bal:

Design-driven research for workplace exergames: the limber case study. 123-126 - Tiffany Tong, Mark H. Chignell

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Designing game-based cognitive assessments for elderly adults. 127-130 - David Rojas, Bill Kapralos, Adam Dubrowski:

The missing piece in the gamification puzzle. 135-138 - Dennis L. Kappen

, Jens Johannsmeier, Lennart E. Nacke
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Deconstructing 'gamified' task-management applications. 139-142

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