• Corpus ID: 148739704

The First Life: Some Aspects on Gamification in the Real World

@inproceedings{iri2015TheFL,
  title={The First Life: Some Aspects on Gamification in the Real World},
  author={Josip {\'C}iri{\'c} and Domagoj Volarevi{\'c} and Lucija Mrkela},
  year={2015}
}
Future studies have considered (Weiser, 1991 ; Kaku, 2011) the implications ubiquitous computing might have on our everyday lives for some time now. Recent studies on gamer population and gamification are based upon various disciplines like information science (Miller, 2013 ; Rasmusen, 2005), and psychology (Bailey et. al., 2012 ; Bruhlmann, 2013). Gamification (Hamari et al., 2014) refers to transforming mundane activities into the form of gameplay ; ubiquitous computing refers to…