Gamifying Research
Author:
Affiliation:
1. Northeastern University, Boston, MA, USA
2. University of Ontario Institute of Technology, Oshawa, ON, Canada
3. University of Waterloo, Waterloo, ON, Canada
Publisher
ACM
Link
https://dl.acm.org/doi/pdf/10.1145/2702613.2702646
Reference29 articles.
1. Research ethics in the facebook era
2. Toward an ethics of persuasive technology
3. Reporting From the Snooping Trenches: Changes in Attitudes and Perceptions Towards Behavior Tracking in Digital Games
4. Virtual Worlds
5. As real as real? Macroeconomic behavior in a large-scale virtual world
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1. Immersive Telepresence for Hybrid Meetings: Gamified Tele-assistance, Museums, and Technical Support;2024 16th International Conference on Quality of Multimedia Experience (QoMEX);2024-06-18
2. ArticuMotion: Towards Assessing Motor Speech Disorders via Gamification;Proceedings of the 23rd Annual ACM Interaction Design and Children Conference;2024-06-17
3. EPICommunity Platform: Towards an Academic Social Network Designed for Researchers by Researchers;Lecture Notes in Computer Science;2024
4. Co-gnito: a Participatory Physicalization Game for Urban Mental Mapping;Creativity and Cognition;2022-06-20
5. Trading Accuracy for Enjoyment? Data Quality and Player Experience in Data Collection Games;CHI Conference on Human Factors in Computing Systems;2022-04-27
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