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  1. 1 kwi 2017 · Described by Groh (2012) as “state of the art”, the most current and widely used definition of gamification is the one already cited above: “the use of game design elements in non-game contexts” (Deterding, Dixon, et al., 2011, p. 1).

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      One theory that has addressed this problem is Krosnick’s...

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  3. 17 maj 2018 · The cognitive and emotional engagement of players are a function of game elements that are nested within three main layers: the game system (rules, mechanics), narrative (theme, story, characters) and aesthetics (audiovisual elements, fidelity, aesthetic choices).

  4. 25 sie 2021 · Empirical studies on gamification were analyzed using the information on the context of implementation, study methodology, results, investigated motivational affordances (independent variables), and examined psychological and behavioral outcomes.

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  6. 30 maj 2024 · Within the purview of this study, two research questions will be addressed: 1) How do game aesthetics influence engagement and retention in the context of open-world single- player games? 2) Which indicators of game aesthetics exert an important influence?

  7. 4 wrz 2018 · This focused review briefly addressed some conceptual challenges in the literature of flow vs. immersion and their related concept of presence in video gaming. Our aim was to challenge the dominant view that flow is different from immersion.

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