Calibration games: making calibration tasks enjoyable by adding motivating game elements
By David R. Flatla, Carl Gutwin, Lennart E. Nacke, Scott Bateman, Regan L. Mandryk. ACM Symposium on User Interface Software and Technology, 2011
294 citations recorded by the source corpus.
Subfields: Cognitive Neuroscience, Human-Computer Interaction
View Paper: https://www.semanticscholar.org/paper/321f94aa954f12f17234edfa6b0bc6873d5b9dc3
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Cognitive Neuroscience
In Human-Computer Interaction
Citations in the corpus
- From game design elements to gamefulness: defining "gamification" (2011, background): “…video games are designed with the primary purpose of entertainment, and since they can demonstrably motivate users to engage with them with unparalleled intensity and duration, game elements should be able to ma k e other, non-game products and services more enjoyable and engaging as well [71,73].”
- Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014, unknown): “Part of the tests positive [8][10][12][14][15][16][18] [22][23][25][27][32][33]”