Does gamification affect flow experience?: a systematic literature review (2021)
- Authors:
- USP affiliated authors: ISOTANI, SEIJI - ICMC ; SANTOS, ANA CLÁUDIA GUIMARÃES - ICMC ; SANTOS, WILK OLIVEIRA DOS - ICMC ; RODRIGUES, LUIZ ANTONIO LIMA - ICMC ; TODA, ARMANDO MACIEL - ICMC ; PALOMINO, PAULA TOLEDO - ICMC
- Unidade: ICMC
- Subjects: JOGOS DE COMPUTADOR; REVISÃO SISTEMÁTICA; EDUCAÇÃO
- Keywords: Flow theory; User experience; Gamified settings
- Agências de fomento:
- Language: Inglês
- Imprenta:
- Source:
- Título: Proceedings
- ISSN: 1613-0073
- Volume/Número/Paginação/Ano: v. 2883, p. 110-119, 2021
- Conference titles: International GamiFIN Conference
-
ABNT
SANTOS, Wilk Oliveira dos et al. Does gamification affect flow experience?: a systematic literature review. Proceedings. Aachen: CEUR-WS. Disponível em: http://ceur-ws.org/Vol-2883/paper12.pdf. Acesso em: 15 fev. 2026. , 2021 -
APA
Santos, W. O. dos, Pastushenko, O., Rodrigues, L. A. L., Toda, A. M., Palomino, P. T., Hamari, J., & Isotani, S. (2021). Does gamification affect flow experience?: a systematic literature review. Proceedings. Aachen: CEUR-WS. Recuperado de http://ceur-ws.org/Vol-2883/paper12.pdf -
NLM
Santos WO dos, Pastushenko O, Rodrigues LAL, Toda AM, Palomino PT, Hamari J, Isotani S. Does gamification affect flow experience?: a systematic literature review [Internet]. Proceedings. 2021 ; 2883 110-119.[citado 2026 fev. 15 ] Available from: http://ceur-ws.org/Vol-2883/paper12.pdf -
Vancouver
Santos WO dos, Pastushenko O, Rodrigues LAL, Toda AM, Palomino PT, Hamari J, Isotani S. Does gamification affect flow experience?: a systematic literature review [Internet]. Proceedings. 2021 ; 2883 110-119.[citado 2026 fev. 15 ] Available from: http://ceur-ws.org/Vol-2883/paper12.pdf - The relationship between user types and gamification designs
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- Automating gamification personalization to the user and beyond
- Tailored gamification in education: a literature review and future agenda
- Are they learning or playing?: moderator conditions of gamification's success in programming classrooms
- Exploring content Game elements to support gamification design in educational systems: narrative and storytelling
- Validating the effectiveness of data-driven gamification recommendations: an exploratory study
- Automatic game experience identification in educational games
- Thinking inside the box: how to Tailor gamified educational systems based on learning activities types
- Analysing gamification elements in educational environments using an existing gamification taxonomy
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