1. Summary

Gamification uses game thinking into problem solving through user participation with higher motivation. The following is the list of works related to gamification.

2. References (Complete List)

  1. Ryo KAMIDA, Asanobu KITAMOTO, "Senga: A Participatory Archive Based on the Collection and Rearrangement of Images and the Sharing of Slideshows", IPSJ SIG Computers and the Humanities Symposium 2007, pp. 339-346, 2007-12 (in Japanese) [ Abstract ] [ PDF ]
  2. Asanobu KITAMOTO, "Senga: Analysis of participatory archives using the mathematical model of exhibition and its deployment in the museum", IPSJ SIG Computers and the Humanities Symposium 2014, pp. 9-16, 2014-12 (in Japanese) [ Abstract ] [ PDF ]
  3. Asanobu KITAMOTO, "Digital Humanities: Development of Media Technology Focusing on the "Interpretation" of Content", 5th Regular Meeting, Technical Committee on Industrial Application of Image Processing, The Japan Society for Precision Engineering, pp. 1-10, 2015-01 (Invited) [ Abstract ]