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Gamification

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Articles 1 - 14 of 14

Full-Text Articles in Game Design

Escaping The Cyberstorm: A Gamified Social Engineering Training Program, Noah Mcclanahan, Fadi Abu-Amara, Ali Khattab, Travis Jett, Andre Jackson Jul 2026

Escaping The Cyberstorm: A Gamified Social Engineering Training Program, Noah Mcclanahan, Fadi Abu-Amara, Ali Khattab, Travis Jett, Andre Jackson

Journal of Cybersecurity Education, Research and Practice

In this research work, we explored the effectiveness of gamification in improving cybersecurity awareness and training users on targeted social engineering attacks. Traditional cybersecurity training focuses on lectures and videos. These training methods may not actively engage employees, which reduces their knowledge retention and ability to recognize social engineering attacks. This lack of involvement is a concern, as social engineering continues to be one of the most prevalent attack methods faced by end-users. A gamified training program, Escaping the Cyberstorm, was developed using the Godot game engine to address key challenges in spreading cybersecurity awareness. The game includes real-life …


Clue In The Roman Style House: A Twist On The Classic Board Game Featuring A Fusion Of Ancient And Modern Roman Influences, Madelyn Junk May 2026

Clue In The Roman Style House: A Twist On The Classic Board Game Featuring A Fusion Of Ancient And Modern Roman Influences, Madelyn Junk

Honors Projects

Throughout time, games have been used to convey how society functions. They hint at societal structure, behavioral patterns, and roles of community members. Specifically, board games are excellent ways to teach players about attention to detail and how to synthesize information.

This unique and functional honors project finds its strength as a detail-oriented game that stresses the importance of critical thinking and deduction as it further rewards those skills through play and friendly competition. It combines art history, education, and graphic design disciplines to result in a creative output alongside a research paper. Its final product is a playable game …


Augmented Reality In Fashion Retail: A Walmart Unlimited Study, Chloe A. Mcpherson May 2026

Augmented Reality In Fashion Retail: A Walmart Unlimited Study, Chloe A. Mcpherson

Apparel Merchandising and Product Development Undergraduate Honors Theses

As technology continues to evolve, augmented reality (AR) has become increasingly common within the retail and fashion industries. This study explored Gen Z consumers’ perceptions of immersive AR shopping experiences through Walmart Unlimited, an interactive digital shopping platform. The purpose of this research was to better understand how younger consumers respond to AR-enhanced shopping environments and whether these technologies influence attitudes toward convenience, engagement, and sustainability in retail.

A quantitative research design was used for this study. Participants completed the Walmart Unlimited shopping experience and then responded to a Qualtrics survey measuring areas such as immersion, satisfaction, ease of use, …


An Interactive Walkthrough Of Richard Kostelanetz’S Library, Martin Glick Jun 2025

An Interactive Walkthrough Of Richard Kostelanetz’S Library, Martin Glick

Dissertations, Theses, and Capstone Projects

My project utilizes the visual novel game engine Ren’Py to create an embodied virtual walkthrough of Richard Kostelanetz’s personal library. Kostelanetz is a pioneering avante-garde artist, critic, and anthologist whose work spans multiple decades and artistic practices. This interactive experience introduces users to the astounding collection of 25,000 books that Kostelanetz has amassed in Ridgewood, Queens over his decades of publishing avant-garde literature. While scholars might be familiar with his anthologies such as Scenarios: Scripts to Perform (1980) and Texts-Sound Texts (1980), my project allows users to browse through sample pages of his original “Book Art”.

This New Media Object …


Gamifit, Sishu Wu May 2025

Gamifit, Sishu Wu

Masters Theses

How can we make fitness feel more like raising a pet than checking off a chore?

Gamifit is a playful system that helps beginners build exercise habits by blending AR fitness pets (Fitimals) with a simple physical reminder device (The Dock). Instead of tracking numbers and steps, it focuses on emotional motivation—your Fitimal eats, rests, and grows based on your workout consistency. Skip too many days, and they might get sick... or even leave.

This project uses gamification to bring short-term joy into a long-term challenge, creating a softer, kinder fitness journey—one that feels fun, forgiving, and actually worth sticking …


Classroom To Console, Ashton Headley Dec 2024

Classroom To Console, Ashton Headley

ART 108: Introduction to Games Studies

In an era where technology is continuously growing and intertwined into daily life, the field of education has seen drastic changes and innovation. Including changes we see today, with the ability to connect to class online, procter tests, submit assignments etc. And amongst these innovations, educational games have surfaced as a resource for helping learners across various age groups. By merging entertainment/gamification with educational content, these games offer an interactive and entertaining approach to acquiring knowledge and learning essential or non-essential skills. Whether it is implemented in classrooms, workplaces, or home settings, educational games are transforming the educational environment effectively …


Narrative World Building: Creative Applications For Gamification In Study Abroad, Ashley Lear Feb 2024

Narrative World Building: Creative Applications For Gamification In Study Abroad, Ashley Lear

Publications

This study examined a cohort of 12 study abroad participants taking a course on video game topography and narrative in Salamanca, Spain, to determine how inhabiting and co-creating narrative worlds as part of the coursework might impact the experiences of the students inside and outside of the classroom as they engaged in mandated and optional cultural engagement activities, such as museum tours and excursions to historical sites. Students completed two gameful learning activities: 1) they co-created their own narrative game world in a group game proposal assignment drawing upon research from storytelling through game environments, and 2) they created independent …


Playing To Win: The Effects Of Implementing Gamification Strategies In Product Marketing, Sabrina Stone Jan 2023

Playing To Win: The Effects Of Implementing Gamification Strategies In Product Marketing, Sabrina Stone

CMC Senior Theses

Let’s play a game. What effect do you think video games have on twenty-first-century marketing? In this age defined by its nature of digitality, capturing the attention of consumers is an arduous competition. Through market segmentation, research, and the observable variables of consumer behavior, product marketing has turned to video games as a solution to appeal to younger demographics. Gamification is an increasingly applied product marketing strategy employed to increase favorable metrics. Of those key performance indicators (KPIs), boosted measures such as click-through rates, impressions, and engagement rates suggest that gamification is a strategic opportunity to persuade consumers to take …


Gamification In Education: A Study Of Design-Based Learning In Operationalizing A Game Studio For Serious Games, James Hutson, Ben Fulcher, Joe Weber Nov 2022

Gamification In Education: A Study Of Design-Based Learning In Operationalizing A Game Studio For Serious Games, James Hutson, Ben Fulcher, Joe Weber

Faculty Scholarship

The gamification of learning has proven educational benefits, especially in secondary education. Studies confirm the successful engagement of students with improved time on task, motivation and learning outcomes. At the same time, there remains little research on games and learning at the postsecondary level of education where traditional pedagogies remain the norm. Studies that have been conducted remain almost exclusively restricted to science programs, including medicine and engineering. Moreover, postsecondary subject-matter experts who have created their own gamified experiences often are forced to do so on an ad hoc basis either on their own, teaching themselves game engines, or with …


Game-Based Learning: Building Competence In Visual Literacy Through Simulation, Carol Record Oct 2021

Game-Based Learning: Building Competence In Visual Literacy Through Simulation, Carol Record

Theses

Game-based learning is an ideal experiential learning framework for introducing the critique process to reduce student anxiety and create competence in visual literacy and self-assessment. Critique, the assessment, and analysis of one’s work is an essential step in any creative process. It is an integral part of art school. However, it can also be a source of high anxiety for new students. This paper discusses the importance of critique, the challenges associated with teaching critique, and the benefits of utilizing game-based learning. Examples of game-based learning solutions are explored, including the development of, and response to, Lumen, a card game …


Platforming Gamification As A Means Of Engagement In Employee Recruitment And Onboarding, Samuel D. Lipson May 2021

Platforming Gamification As A Means Of Engagement In Employee Recruitment And Onboarding, Samuel D. Lipson

Management Undergraduate Honors Theses

Gamification, generally understood as the application of game elements and design concepts in non-game contexts, is a field of academic study and multibillion-dollar business tool whose popularity is growing as a means of employee engagement, education and training, and talent selection. While there are companies that attempt to gamify separate processes within the employee life cycle, no company exists that gamifies the stages surrounding talent selection: attraction and recruitment of applicants and onboarding of final candidates. To this end, this thesis proposes a software and consulting company, GameON Business Solutions, that will work with small and medium enterprises to expand …


Educational Games: A Basic Understanding And Effective Uses, Kaitlin Kirkman May 2020

Educational Games: A Basic Understanding And Effective Uses, Kaitlin Kirkman

ART 108: Introduction to Games Studies

Since the invention of video games, many people would perceive these digital games as just entertainment. Increasingly there has been a shift into taking video games and turning them into educational programs to help people learn. In this paper, I discuss the different forms of educational games which are serious games, it’s subcategory serious educational games, and educational simulations. I compare and contrast the differences as well as provide examples. I also discuss effective ways to use educational games so that they can be more understood as an effective method for teaching. The concepts I discuss about effective educational games …


Game Types, Game-Related Behaviors And Resilience: Creating A Roadmap For Effective Gamification Design In Higher Education, Patrick Marino Jan 2019

Game Types, Game-Related Behaviors And Resilience: Creating A Roadmap For Effective Gamification Design In Higher Education, Patrick Marino

Dissertations

Gamification, or the use of game-based mechanics and thinking in real world applications, is on the rise in educational environments. While various applications seek to increase engagement and motivation for tasks related to student success, research regarding best practices for the design of such systems is lacking. In fact, conflicting outcomes from various gamification studies at the secondary and tertiary education levels suggest that not all gamification designs are effective for increasing student success. Meanwhile, research from the medical field indicates gamification can be used to increase resilience; which has been linked to various student success outcomes including academic performance. …


Designing An Intervention For Novice Programmers Based On Meaningful Gamification: An Expert Evaluation, Jenilyn L. Agapito, Ma. Mercedes T. Rodrigo Jan 2017

Designing An Intervention For Novice Programmers Based On Meaningful Gamification: An Expert Evaluation, Jenilyn L. Agapito, Ma. Mercedes T. Rodrigo

Department of Information Systems & Computer Science Faculty Publications

Gamification is defined as the addition of game-like elements and mechanics to non-game contexts to encourage certain desired behaviors. It is becoming a popular classroom intervention used in computer science instruction, including CS1, the first course computer science students take. It is being operationalized to enhance students' learning experience and achievement. However, existing studies have mostly implemented reward-based game elements which have resulted to contrasting behaviors among the students. Meaningful gamification, characterized as the use of game design elements to encourage users build internal motivation to behave in a certain way, is contended to be a more effective approach. The …