Zobrazeno 1 - 10
of 14
pro vyhledávání: '"Zachary Fitz-Walter"'
Publikováno v:
Computers in Human Behavior. 71:586-595
Driving can be dangerous, especially for young and inexperienced drivers. To help address the issue of inexperience, a gamified logbook smartphone application was designed and developed for learner drivers in Queensland, Australia. The application ai
Autor:
Daniel Johnson, Zachary Fitz-Walter, Sebastian Deterding, Nicholas O'Donnell, Dennis L. Kappen, Lennart E. Nacke
Publikováno v:
CHI PLAY (Companion)
Gamification has been repeatedly framed as an emerging multidisciplinary research field. However, it is unclear how multidisciplinary the field actually is. To answer this question, this paper presents initial results of a broader scoping review of g
Publikováno v:
Conference on Designing Interactive Systems (Companion Volume)
As video games become increasingly engaging, user experience designers have begun to directly translate game elements to non-game contexts in order to create more engaging and persuading experiences. The terms gamification and gameful design, have be
Autor:
Daniel Johnson, Zachary Fitz-Walter, Ronald Schroeter, Joshua Hall, Fabius Steinberger, Verena Lindner
Publikováno v:
AutomotiveUI
Proceedings of the 7th International Conference on Automotive User Interfaces and Interactive Vehicular Applications
Proceedings of the 7th International Conference on Automotive User Interfaces and Interactive Vehicular Applications
This paper explores novel driving experiences that make use of gamification and augmented reality in the car. We discuss our design considerations, which are grounded in road safety psychology and video game design theory. We aim to address the tensi
Autor:
Alessandro Soro, Jinglan Zhang, Margot Brereton, Zachary Fitz-Walter, Dhaval Vyas, Erica Mealy
Publikováno v:
CHI Extended Abstracts
This work brings a perspective from an employer-sponsored health and wellness program called Global Corporate Challenge (GCC) to the 'quantified self' research. We present preliminary findings from a study with 17 university employees who participate
Publikováno v:
Proceedings of the First ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play (CHI Play 2014)
CHI PLAY
CHI PLAY
University orientation is a key event for new students that aids in the transition from a school to a university environment. A smartphone orientation application was built to aid students attending the event. Achievements were added to the applicati
Publikováno v:
Gamification
Proceedings of the 1st International Conference on Gameful Design, Research, and Applications, Gamification 2013 [ACM International Conference Proceeding Series]
Proceedings of the 1st International Conference on Gameful Design, Research, and Applications, Gamification 2013 [ACM International Conference Proceeding Series]
Driving can be dangerous, especially for young and inexperienced drivers. To help address the issue of inexperience a gamified logbook application was developed for Learner drivers. The application aims to encourage learners to undertake a wider rang
Publikováno v:
Tools for Mobile Multimedia Programming and Development
The addition of game design elements to non-game contexts has become known as gamification. Previous research has suggested that framing tedious and non-motivating tasks as game-like can make them enjoyable and motivating (e.g., de Oliveira, et al.,
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_dedup___::2505e006c9cf60a3210de92eabb18327
https://doi.org/10.4018/978-1-4666-4054-2.ch006
https://doi.org/10.4018/978-1-4666-4054-2.ch006
Publikováno v:
OZCHI
Proceedings of the 24th Australian Computer-Human Interaction Conference (OzCHI '12)
Proceedings of the 24th Australian Computer-Human Interaction Conference (OzCHI '12)
The term gamification describes the addition of game elements to non-game contexts as a means to motivate and engage users. This study investigates the design, delivery and pilot evaluation of a gamified, smartphone application built to introduce new
Publikováno v:
OZCHI
Proceedings of the 24th Australian Computer-Human Interaction Conference (OzCHI 2012) : Integration, Interaction, Innovation, Immersion, Inclusion
Proceedings of the 24th Australian Computer-Human Interaction Conference (OzCHI 2012) : Integration, Interaction, Innovation, Immersion, Inclusion
This paper presents Secret SLQ, a pervasive mobile game that aims to encourage eight to fourteen year olds to engage with the State Library of Queensland. The game sets out to encourage people to visit and explore the library, as well as educate a ge