{"title":"The introduction of gamification: A review paper about the applied gamification in the smartphone applications","authors":"Áron Tóth, Sarolta Tóvölgyi","doi":"10.1109/COGINFOCOM.2016.7804551","DOIUrl":null,"url":null,"abstract":"With the rapid evolution and growing complexity of infocommunication devices it is important to discuss gamification, which is exponentially used in several types of infocommunication devices. The paper is about gamification, that recently became a new phenomenon to motivate and alter favorably the behavior of the users. Gamification is a new tool for boosting user engagement in various fields. First the definition, then the elements, later a descriptive gamification model is going to be introduced. Furthermore, information about the connection between motivation and gamification can be understood. In the second part of the article examples of applied gamification in the focus of smartphone applications are going to be given.","PeriodicalId":440408,"journal":{"name":"2016 7th IEEE International Conference on Cognitive Infocommunications (CogInfoCom)","volume":"70 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2016-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"28","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2016 7th IEEE International Conference on Cognitive Infocommunications (CogInfoCom)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/COGINFOCOM.2016.7804551","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 28
Abstract
With the rapid evolution and growing complexity of infocommunication devices it is important to discuss gamification, which is exponentially used in several types of infocommunication devices. The paper is about gamification, that recently became a new phenomenon to motivate and alter favorably the behavior of the users. Gamification is a new tool for boosting user engagement in various fields. First the definition, then the elements, later a descriptive gamification model is going to be introduced. Furthermore, information about the connection between motivation and gamification can be understood. In the second part of the article examples of applied gamification in the focus of smartphone applications are going to be given.