Volume 10 Number 3 September 2020


An Empirical Investigation of the Gamification Applications based on New Derived Models

Huseyin Bicen, Senay Kocakoyun Aydogan

https://doi.org/10.6025/jism/2020/10/3/63-72

Abstract Gamification is used to motivate the targeted behaviors using game elements in non-game environments through the implementation of designs outlined in the theories of behavior. The main purpose of this study is to examine the use of gamification applications by parents based on the Technology Acceptance Model 2. The study results show that the use of gamification applications increases parenting... Read More


The Study of the Video Games’ Impact on Human Psychology

Cristian López Raventós, Simone Belli

https://doi.org/10.6025/jism/2020/10/3/73-81

Abstract In this work we planned to investigate the synergy between psychology and video games and document the effects video games cause to its users. Hence the psychology issues related to video games have addressed the effect they have on the users’ personality, health, and psycho social aspects. This work will focus a recount of the attempts to evaluate the effects video... Read More


Information Use Pattern of Students of the Kenyatta University with a Focus on Gender and Cognitive Factors

Daniel Wambiri Muthee, Johnson M. Masinde

https://doi.org/10.6025/jism/2020/10/3/82-96

Abstract Use of proper design enhances the utilization of gamification with game parts in a non-game environment. Parents use the gamification applications with the help of the Technology Acceptance Model. We have initiated a study and found that the use of gamification applications increases parenting performance, productivity, and effectiveness. Further results revealed that the parents are not intended to use gamification... Read More