- Digital Games and Media
- Educational Games and Gamification
- Artificial Intelligence in Games
- Impact of Technology on Adolescents
- Gambling Behavior and Treatments
- Complex Network Analysis Techniques
- Innovative Human-Technology Interaction
- Technology Adoption and User Behaviour
- Opinion Dynamics and Social Influence
- Urban Transport and Accessibility
- Peer-to-Peer Network Technologies
- Augmented Reality Applications
- Transportation and Mobility Innovations
- Virtual Reality Applications and Impacts
- Digital Transformation in Industry
- Digital Marketing and Social Media
- Sports Analytics and Performance
- Customer churn and segmentation
- Data Visualization and Analytics
- Additive Manufacturing and 3D Printing Technologies
- Recreation, Leisure, Wilderness Management
- IoT and Edge/Fog Computing
- Innovative Teaching and Learning Methods
- Persona Design and Applications
- Transportation Planning and Optimization
Fondazione Bruno Kessler
2018-2022
Graz University of Technology
2021-2022
German Research Centre for Artificial Intelligence
2022
University of Waterloo
2022
Deakin University
2021
University of Trento
2018-2020
An effective, efficient, and ecological transport service needs a decision support system to inform the administrations, while intelligently assisting citizens' daily transportation choices. This work presents full-fledged Gamification Platform develop run sustainable mobility campaigns promoting individual green behaviors. We organize geolocalized temporal information on users' tracked trips into rich dataset that decision-makers can exploit analyze choices balance demand offer of...
When the promotion of a positive behavioral change is goal, most often persuasion techniques are used. To maximize effectiveness these designers need to tailor employed strategies each individual. Many studies faced problem modeling players' profile by designing taxonomies. However, none them verified if this approach works in practice. In paper we investigate whether using well-known player types categorization based on questionnaire an effective mean represent way players actually behave...
Virtual Reality (VR) is increasingly being used as an education medium also enabled by advances in the consumer market, making devices less expensive and setup easier. The hardware more accessible, players can use Steam leading distribution platform for VR applications. Hence, applications are published, educational purposes. However, games panorama yet to be described due recent rise of this area, well users' perceptions (both learners educators) issues specific each learning domain....
Being able to monitor player behaviors is of particular importance in gameful systems, which are dynamic by nature and require real-time interventions. In these contexts, the designer should be assisted avoid delivering a static monotonous experience. As consequence, game adapt that interacting with it, give best UX possible, an abandonment. The aim this project gain insights on impact has players analyzing how they interact system community players. outcomes will information experience...
Players' retainment can be fostered by investigating whether the game elements players are interacting with to their liking and tailoring dynamics meet preferences. Thus, adaptive gameplay is a widely interesting topic in both Game User Research field industry. Considering that explicit information on players' preferences often lacks, alternative approaches needed. This task becomes even more challenging when data available limited due simplicity of system employed, as it occurs gameful...
Designing more sustainable cities is increasingly pressing, and mobility behaviour plays an important role in how much are socially, economically environmentally sustainable. We report our experience deploying the third edition of urban game that exploits gamification for promoting a positive behavioural change habits. This Play&Go ran 6 months involved 635 active players who tracked their trips on transportation means such as by bike, bus, train walking trips. Players 54293 total,...
People approach video games for a multitude of reasons, such as connecting with others, escaping reality, or challenging their abilities. As consequence, have reached an increasingly broader audience and consumption was even more pronounced during the COVID-19 pandemic. Recent studies shown how playing together improved well-being people period movement restriction were important tool physically distant people. However, little is known about relationships changed across years. In order to...
In social and online media, influencers have traditionally been understood as highly visible individuals. Recent outcomes suggest that people are likely to mimic influencers' behavior, which can be exploited, for instance, in marketing strategies. Also the Games User Research field, interest studying player networks has emerged due heavy reliance on campaigns games, well keeping players engaged. Despite inherent value of those individuals, it is still difficult identify influencers,...
In most games, social connections are an essential part of the gaming experience. Players connect in communities inside or around games and form friendships, which can be translated into other even real world. Recent research has investigated phenomena within player network several multiplayer yet we still know very little about how these networks shaped formed. Specifically, unaware game type its mechanics related to community structure those structures vary different games. This paper...
Humans are social beings. It is therefore not surprising that the distancing and movement restrictions associated with Covid-19 pandemic had severe consequences for well-being of large sections population, leading to increased loneliness related mental diseases. Many people found emotional shelter in online multiplayer games, which have already proven be great incubators. While positive effect games on individuals has become evident, we still unaware how if fostered fundamental need...
Research support that online multiplayer games build social capital and contribute to people's well-being. Players meaningful, strong relationships through games, resulting in complex communities, similar traditional Online Social Networks (OSNs). In OSNs, the vast majority of population consists invisible users consuming content rather than actively engaging with community: lurkers. While lurkers have been well-researched they under-investigated games. their behaviour may limit potential a...
Motivational digital systems offer capabilities to engage and motivate end-users foster behavioral changes towards a common goal. In general these use gamification principles in non-games contexts. Over the years, has gained consensus among researchers practitioners as tool people perform activities with ultimate goal of promoting behavioural change, or engaging users that can relevant benefits but which be seen unrewarding even tedious. There exists plethora heterogeneous application...
Social connections shape our behaviour because of peer pressure and social contagion. This phenomenon is amplified in online networks by particularly influential individuals: influencers. Although this concept originated media, recent research shows how influencers can also exist games affect players' long-term retention. Prolonged retention caused could benefit gameful systems, especially if the system's goal positive behavioural change. Retention desirable it aid internalizing new habits....
Over the years, gamification gained consensus among researchers and practitioners as a tool to motivate people perform activities deemed tedious or unexciting. Hence, there exist many heterogeneous application domains that may benefit from gamification. However, domain expert designer are often separate individuals with dissimilar backgrounds, skills, understanding. Thus, they need shared language communicate design gamified system in line its ultimate goal, implementation of which can then...
Gamified systems nurture an ulterior goal set by their designers (e.g., a positive behavioral change). Behavioral profiling allows understanding whether users play as intended and reach such goal. Analyzing in-game behaviors can also highlight unexpected interaction patterns or unengaged users. Current logging track store any action. However, high-dimensional data should be carefully processed to retain relevant knowledge while filtering unnecessary noise. Analysts either aggregate into...
The term gamification has been introduced in the early 2000s [13] and as central idea usage of game elements non-entertainment application domains to foster motivation [8], [15], [6]. There is a considerable amount literature concerning concepts [5], [16], related taxonomies [18], [17], reviews [10].