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Nicole Fruehauf

Bio: Nicole Fruehauf is an academic researcher. The author has contributed to research in topics: Computer science. The author has an hindex of 1, co-authored 1 publications receiving 1973 citations.

Papers
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01 Jan 2016
TL;DR: The flow the psychology of optimal experience is universally compatible with any devices to read as mentioned in this paper and is available in our digital library an online access to it is set as public so you can get it instantly.
Abstract: Thank you very much for downloading flow the psychology of optimal experience. As you may know, people have search numerous times for their chosen readings like this flow the psychology of optimal experience, but end up in infectious downloads. Rather than reading a good book with a cup of tea in the afternoon, instead they juggled with some harmful bugs inside their desktop computer. flow the psychology of optimal experience is available in our digital library an online access to it is set as public so you can get it instantly. Our digital library saves in multiple countries, allowing you to get the most less latency time to download any of our books like this one. Merely said, the flow the psychology of optimal experience is universally compatible with any devices to read.

1,993 citations

BookDOI
TL;DR: The computer and information science is universally compatible with any devices to read and is available in the book collection an online access to it is set as public so you can get it instantly.

Cited by
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Journal ArticleDOI
TL;DR: The results indicate that a number of core symptoms of Internet addiction appear relevant for diagnosis, which assimilates Internet addiction and other addictive disorders and also differentiates them, implying a conceptualisation as syndrome with similar etiology and components, but different expressions of addictions.
Abstract: In the last decade, Internet usage has grown tremendously on a global scale. The increasing popularity and frequency of Internet use has led to an increasing number of reports highlighting the potential negative consequences of overuse. Over the last decade, research into Internet addiction has proliferated. This paper reviews the existing 68 epidemiological studies of Internet addiction that (i) contain quantitative empirical data, (ii) have been published after 2000, (iii) include an analysis relating to Internet addiction, (iv) include a minimum of 1000 participants, and (v) provide a full-text article published in English using the database Web of Science. Assessment tools and conceptualisations, prevalence, and associated factors in adolescents and adults are scrutinised. The results reveal the following. First, no gold standard of Internet addiction classification exists as 21 different assessment instruments have been identified. They adopt official criteria for substance use disorders or pathological gambling, no or few criteria relevant for an addiction diagnosis, time spent online, or resulting problems. Second, reported prevalence rates differ as a consequence of different assessment tools and cut-offs, ranging from 0.8% in Italy to 26.7% in Hong Kong. Third, Internet addiction is associated with a number of sociodemographic, Internet use, and psychosocial factors, as well as comorbid symptoms and disorder in adolescents and adults. The results indicate that a number of core symptoms (i.e., compulsive use, negative outcomes and salience) appear relevant for diagnosis, which assimilates Internet addiction and other addictive disorders and also differentiates them, implying a conceptualisation as syndrome with similar etiology and components, but different expressions of addictions. Limitations include the exclusion of studies with smaller sample sizes and studies focusing on specific online behaviours. Conclusively, there is a need for nosological precision so that ultimately those in need can be helped by translating the scientific evidence established in the context of Internet addiction into actual clinical practice.

974 citations

Journal ArticleDOI
TL;DR: An attempt to tie in gamification with service marketing theory, which conceptualizes the consumer as a co-producer of the service as well as proposing a definition for gamification, one that emphasizes its experiential nature.
Abstract: “Gamification” has gained considerable scholarly and practitioner attention; however, the discussion in academia has been largely confined to the human–computer interaction and game studies domains. Since gamification is often used in service design, it is important that the concept be brought in line with the service literature. So far, though, there has been a dearth of such literature. This article is an attempt to tie in gamification with service marketing theory, which conceptualizes the consumer as a co-producer of the service. It presents games as service systems composed of operant and operand resources. It proposes a definition for gamification, one that emphasizes its experiential nature. The definition highlights four important aspects of gamification: affordances, psychological mediators, goals of gamification and the context of gamification. Using the definition the article identifies four possible gamifying actors and examines gamification as communicative staging of the service environment.

585 citations

Journal ArticleDOI
TL;DR: Results show that users in the gamified condition were significantly more likely to post trade proposals, carry out transactions, comment on proposals and generally use the service in a more active way.

507 citations

Journal ArticleDOI
TL;DR: Game-based learning and 21st-century skills have been gaining an enormous amount of attention from researchers and practitioners as discussed by the authors given numerous studies support the positive effects of games on learning, a growing number of researchers are committed to developing educational games to promote students' 21st century skill development in schools.

497 citations

Book ChapterDOI
22 Jun 2014
TL;DR: Based on a review of the literature on gamification in the educational and learning context, several game design elements that are used in education include points, levels/stages, badges, leaderboards, prizes, progress bars, storyline, and feedback.
Abstract: We synthesized the literature on gamification of education by conducting a review of the literature on gamification in the educational and learning context Based on our review, we identified several game design elements that are used in education These game design elements include points, levels/stages, badges, leaderboards, prizes, progress bars, storyline, and feedback We provided examples from the literature to illustrate the application of gamification in the educational context

318 citations