{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2025,3,25]],"date-time":"2025-03-25T14:06:41Z","timestamp":1742911601618,"version":"3.40.3"},"publisher-location":"Cham","reference-count":56,"publisher":"Springer Nature Switzerland","isbn-type":[{"type":"print","value":"9783031248917"},{"type":"electronic","value":"9783031248924"}],"license":[{"start":{"date-parts":[[2023,1,1]],"date-time":"2023-01-01T00:00:00Z","timestamp":1672531200000},"content-version":"tdm","delay-in-days":0,"URL":"https:\/\/www.springernature.com\/gp\/researchers\/text-and-data-mining"},{"start":{"date-parts":[[2023,1,1]],"date-time":"2023-01-01T00:00:00Z","timestamp":1672531200000},"content-version":"vor","delay-in-days":0,"URL":"https:\/\/www.springernature.com\/gp\/researchers\/text-and-data-mining"}],"content-domain":{"domain":["link.springer.com"],"crossmark-restriction":false},"short-container-title":[],"published-print":{"date-parts":[[2023]]},"DOI":"10.1007\/978-3-031-24892-4_10","type":"book-chapter","created":{"date-parts":[[2023,12,6]],"date-time":"2023-12-06T15:03:17Z","timestamp":1701874997000},"page":"171-183","update-policy":"https:\/\/doi.org\/10.1007\/springer_crossmark_policy","source":"Crossref","is-referenced-by-count":0,"title":["Gamification on Cybersecurity Literacy: Social Sustainability and Educative Projects"],"prefix":"10.1007","author":[{"given":"Jorge","family":"Sim\u00f5es","sequence":"first","affiliation":[]},{"given":"Justino","family":"Louren\u00e7o","sequence":"additional","affiliation":[]},{"given":"S\u00e9rgio","family":"Sargo","sequence":"additional","affiliation":[]},{"given":"Jos\u00e9 Carlos","family":"Morais","sequence":"additional","affiliation":[]}],"member":"297","published-online":{"date-parts":[[2023,12,7]]},"reference":[{"key":"10_CR1","unstructured":"A3ES. (2022). Manual de Avalia\u00e7\u00e3o Institucional. Available on: https:\/\/www.a3es.pt\/sites\/default\/files\/Manual_de_avaliacao_institucional_A3ES_Consulta_publica.pdf"},{"key":"10_CR2","doi-asserted-by":"publisher","unstructured":"Biswas, B. N., Bhitkar, S. D., & Pundkar, S. N. (2021). Secure login: A blockchain based web application for identity access management system. In 2021 2nd International Conference for Emerging Technology (INCET) (pp. 1\u20135). IEEE. https:\/\/doi.org\/10.1109\/INCET51464.2021.9456352","DOI":"10.1109\/INCET51464.2021.9456352"},{"key":"10_CR3","doi-asserted-by":"publisher","first-page":"175","DOI":"10.1109\/3DUI.2014.6798877","volume-title":"2014 IEEE symposium on 3D User Interfaces (3DUI)","author":"E Bozgeyikli","year":"2014","unstructured":"Bozgeyikli, E., Bozgeyikli, L., Clevenger, M., Raij, A., Alqasemi, R., & Dubey, R. (2014). Poster: Design and development of a virtual reality system for vocational rehabilitation of individuals with disabilities. In 2014 IEEE symposium on 3D User Interfaces (3DUI) (pp. 175\u2013176). IEEE. https:\/\/doi.org\/10.1109\/3DUI.2014.6798877"},{"issue":"3","key":"10_CR4","doi-asserted-by":"publisher","first-page":"15","DOI":"10.4018\/IJGBL.2018070102","volume":"8","author":"A Bozkurt","year":"2018","unstructured":"Bozkurt, A., & Durak, G. (2018). A systematic review of gamification research: In pursuit of Homo Ludens. International Journal of Game-Based Learning (IJGBL), 8(3), 15\u201333. https:\/\/doi.org\/10.4018\/IJGBL.2018070102","journal-title":"International Journal of Game-Based Learning (IJGBL)"},{"issue":"6","key":"10_CR5","doi-asserted-by":"publisher","first-page":"1995","DOI":"10.1109\/TLA.2015.7164227","volume":"13","author":"GC Challco","year":"2015","unstructured":"Challco, G. C., Moreira, D. A., Bittencourt, I. I., Mizoguchi, R., & Isotani, S. (2015). Personalization of gamification in collaborative learning contexts using ontologies. IEEE Latin America Transactions, 13(6), 1995\u20132002. https:\/\/doi.org\/10.1109\/TLA.2015.7164227","journal-title":"IEEE Latin America Transactions"},{"key":"10_CR6","doi-asserted-by":"publisher","first-page":"132","DOI":"10.1109\/ICALT.2015.105","volume-title":"2015 IEEE 15th international conference on advanced learning technologies","author":"MP Chen","year":"2015","unstructured":"Chen, M. P., & Liao, B. C. (2015). Augmented reality laboratory for high school electrochemistry course. In 2015 IEEE 15th international conference on advanced learning technologies (pp. 132\u2013136). IEEE. https:\/\/doi.org\/10.1109\/ICALT.2015.105"},{"key":"10_CR7","doi-asserted-by":"publisher","unstructured":"Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: Defining \u201cgamification\u201d. In Proceedings of the 15th international academic MindTrek conference: Envisioning future media environment (pp. 9\u201315). https:\/\/doi.org\/10.1145\/2181037.2181040","DOI":"10.1145\/2181037.2181040"},{"key":"10_CR8","doi-asserted-by":"publisher","first-page":"186","DOI":"10.1109\/CSR51186.2021.9527972","volume-title":"2021 IEEE international conference on Cyber Security and Resilience (CSR)","author":"J Diakoumakos","year":"2021","unstructured":"Diakoumakos, J., Chaskos, E., Kolokotronis, N., & Lepouras, G. (2021). Cyber-range federation and cyber-security games: A gamification scoring model. In 2021 IEEE international conference on Cyber Security and Resilience (CSR) (pp. 186\u2013191). IEEE. https:\/\/doi.org\/10.1109\/CSR51186.2021.9527972"},{"issue":"1","key":"10_CR9","doi-asserted-by":"publisher","first-page":"1","DOI":"10.1186\/s41239-017-0042-5","volume":"14","author":"C Dichev","year":"2017","unstructured":"Dichev, C., & Dicheva, D. (2017). Gamifying education: What is known, what is believed and what remains uncertain: A critical review. International Journal of Educational Technology in Higher Education, 14(1), 1\u201336. https:\/\/doi.org\/10.1186\/s41239-017-0042-5","journal-title":"International Journal of Educational Technology in Higher Education"},{"key":"10_CR10","doi-asserted-by":"publisher","first-page":"1","DOI":"10.1109\/CNS48642.2020.9162317","volume-title":"2020 IEEE conference on Communications and Network Security (CNS)","author":"N Djosic","year":"2020","unstructured":"Djosic, N., Nokovic, B., & Sharieh, S. (2020). Machine learning in action: Securing IAM API by risk authentication decision engine. In 2020 IEEE conference on Communications and Network Security (CNS) (pp. 1\u20134). IEEE. https:\/\/doi.org\/10.1109\/CNS48642.2020.9162317"},{"key":"10_CR11","doi-asserted-by":"publisher","first-page":"1","DOI":"10.1109\/TELFOR48224.2019.8971360","volume-title":"2019 27th Telecommunications Forum (TELFOR)","author":"D Draskovic","year":"2019","unstructured":"Draskovic, D. (2019). Development of intelligent systems and application of gamification in artificial intelligent learning. In 2019 27th Telecommunications Forum (TELFOR) (pp. 1\u20131). IEEE. https:\/\/doi.org\/10.1109\/TELFOR48224.2019.8971360"},{"key":"10_CR12","doi-asserted-by":"publisher","first-page":"417","DOI":"10.1109\/ISMAR-Adjunct.2018.00124","volume-title":"2018 IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct)","author":"S Ekneling","year":"2018","unstructured":"Ekneling, S., Sonestedt, T., Georgiadis, A., Yousefi, S., & Chana, J. (2018). Magestro: Gamification of the data collection process for development of the hand gesture recognition technology. In 2018 IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct) (pp. 417\u2013418). IEEE. https:\/\/doi.org\/10.1109\/ISMAR-Adjunct.2018.00124"},{"key":"10_CR13","doi-asserted-by":"publisher","first-page":"104","DOI":"10.1109\/SECPRI.1998.674827","volume-title":"Proceedings. 1998 IEEE symposium on security and privacy (Cat. No. 98CB36186)","author":"AK Ghosh","year":"1998","unstructured":"Ghosh, A. K., O\u2019Connor, T., & McGraw, G. (1998). An automated approach for identifying potential vulnerabilities in software. In Proceedings. 1998 IEEE symposium on security and privacy (Cat. No. 98CB36186) (pp. 104\u2013114). IEEE. https:\/\/doi.org\/10.1109\/SECPRI.1998.674827"},{"key":"10_CR14","doi-asserted-by":"publisher","first-page":"1","DOI":"10.1109\/JICV53222.2021.9600324","volume-title":"2021 XI International Conference on Virtual Campus (JICV)","author":"CMM Gonz\u00e1lez","year":"2021","unstructured":"Gonz\u00e1lez, C. M. M., Hern\u00e1ndez-Mu\u00f1oz, G. M., & Leyton, A. E. G. (2021). The effect of gamification on motivation in a virtual classroom. In 2021 XI International Conference on Virtual Campus (JICV) (pp. 1\u20134). IEEE. https:\/\/doi.org\/10.1109\/JICV53222.2021.9600324"},{"key":"10_CR15","doi-asserted-by":"publisher","unstructured":"Iannone, E., Guadagni, R., Ferrucci, F., De Lucia, A., & Palomba, F. (2022). The secret life of software vulnerabilities: A large-scale empirical study. IEEE Transactions on Software Engineering. https:\/\/doi.org\/10.1109\/TSE.2022.3140868","DOI":"10.1109\/TSE.2022.3140868"},{"key":"10_CR16","doi-asserted-by":"publisher","first-page":"145","DOI":"10.1109\/ICCSE.2019.8845411","volume-title":"2019 14th International Conference on Computer Science & Education (ICCSE)","author":"J Jiang","year":"2019","unstructured":"Jiang, J., & Zeng, L. (2019). Research on the application of virtual reality technology in the teaching model. In 2019 14th International Conference on Computer Science & Education (ICCSE) (pp. 145\u2013148). IEEE. https:\/\/doi.org\/10.1109\/ICCSE.2019.8845411"},{"issue":"6","key":"10_CR17","doi-asserted-by":"publisher","first-page":"868","DOI":"10.18517\/ijaseit.6.6.1379","volume":"6","author":"F Khaleel","year":"2016","unstructured":"Khaleel, F., Ashaari, N., Wook, T., & Ismail, A. (2016). Gamification elements for learning applications. International Journal on Advanced Science, Engineering and Information Technology, 6(6), 868\u2013874. https:\/\/media.neliti.com\/media\/publications\/103628-EN-gamification-elements-for-learning-appli.pdf","journal-title":"International Journal on Advanced Science, Engineering and Information Technology"},{"key":"10_CR18","doi-asserted-by":"publisher","first-page":"801","DOI":"10.1109\/ICALT.2004.1357662","volume-title":"IEEE international conference on advanced learning technologies, 2004. Proceedings","author":"V King","year":"2004","unstructured":"King, V. (2004). Technology-facilitated online and distance learning student support. In IEEE international conference on advanced learning technologies, 2004. Proceedings (pp. 801\u2013803). IEEE. https:\/\/doi.org\/10.1109\/ICALT.2004.1357662"},{"key":"10_CR19","doi-asserted-by":"publisher","first-page":"106963","DOI":"10.1016\/j.chb.2021.106963","volume":"125","author":"J Krath","year":"2021","unstructured":"Krath, J., Sch\u00fcrmann, L., & Von Korflesch, H. F. (2021). Revealing the theoretical basis of gamification: A systematic review and analysis of theory in research on gamification, serious games and game-based learning. Computers in Human Behavior, 125, 106963. https:\/\/doi.org\/10.1016\/j.chb.2021.106963","journal-title":"Computers in Human Behavior"},{"key":"10_CR20","doi-asserted-by":"publisher","first-page":"1","DOI":"10.1109\/ICCCI.2017.8117754","volume-title":"2017 International Conference on Computer Communication and Informatics (ICCCI)","author":"SA Kumar","year":"2017","unstructured":"Kumar, S. A., Kumar, N. R., Prakash, S., & Sangeetha, K. (2017). Gamification of internet security by next generation CAPTCHAs. In 2017 International Conference on Computer Communication and Informatics (ICCCI) (pp. 1\u20135). IEEE. https:\/\/doi.org\/10.1109\/ICCCI.2017.8117754"},{"issue":"4","key":"10_CR21","doi-asserted-by":"publisher","first-page":"1035","DOI":"10.1111\/rego.12341","volume":"15","author":"J Lewallen","year":"2021","unstructured":"Lewallen, J. (2021). Emerging technologies and problem definition uncertainty: The case of cybersecurity. Regulation & Governance, 15(4), 1035\u20131052. https:\/\/doi.org\/10.1111\/rego.12341","journal-title":"Regulation & Governance"},{"issue":"4","key":"10_CR22","doi-asserted-by":"publisher","first-page":"227","DOI":"10.1109\/RITA.2016.2619138","volume":"11","author":"F Llorens-Largo","year":"2016","unstructured":"Llorens-Largo, F., Gallego-Dur\u00e1n, F. J., Villagr\u00e1-Arnedo, C. J., Compa\u00f1-Rosique, P., Satorre-Cuerda, R., & Molina-Carmona, R. (2016). Gamification of the learning process: Lessons learned. IEEE Revista Iberoamericana de tecnolog\u00edas del aprendizaje, 11(4), 227\u2013234. https:\/\/doi.org\/10.1109\/RITA.2016.2619138","journal-title":"IEEE Revista Iberoamericana de tecnolog\u00edas del aprendizaje"},{"key":"10_CR23","doi-asserted-by":"crossref","unstructured":"Louren\u00e7o, J., Morais, J., Monteiro, J., Santos, J., Neves, N., & S\u00e1, S. (2022). Conceptions on higher education students about use of technologies in the learning process: A comparative study. In Proceedings of INTED2022 conference (pp. 3721\u20133730), 7th\u20138th March 2022. https:\/\/library.iated.org\/download\/INTED2022TOC","DOI":"10.21125\/inted.2022.1038"},{"key":"10_CR24","doi-asserted-by":"publisher","first-page":"1","DOI":"10.1109\/TSE.2021.3130088","volume-title":"IEEE transactions on software engineering","author":"Y Lu","year":"2021","unstructured":"Lu, Y., Mao, X., Zhou, M., Zhang, Y., Li, Z., Wang, T., Yin, G., & Wang, H. (2021). Motivation under gamification: An empirical study of developers\u2019 motivations and contributions in stack overflow. In IEEE transactions on software engineering (p. 1). IEEE. https:\/\/doi.org\/10.1109\/TSE.2021.3130088"},{"key":"10_CR25","doi-asserted-by":"publisher","first-page":"341","DOI":"10.1109\/VR.2015.7223435","volume-title":"2015 IEEE Virtual Reality (VR)","author":"S Maidenbaum","year":"2015","unstructured":"Maidenbaum, S., & Amedi, A. (2015). Blind in a virtual world: Mobility-training virtual reality games for users who are blind. In 2015 IEEE Virtual Reality (VR) (pp. 341\u2013342). IEEE. https:\/\/doi.org\/10.1109\/VR.2015.7223435"},{"key":"10_CR26","doi-asserted-by":"publisher","first-page":"2247","DOI":"10.3390\/su13042247","volume":"13","author":"A Manzano-Le\u00f3n","year":"2021","unstructured":"Manzano-Le\u00f3n, A., Camacho-Lazarraga, P., Guerrero, M. A., Guerrero-Puerta, L., Aguilar-Parra, J. M., Trigueros, R., & Alias, A. (2021). Between level up and game over: A systematic literature review of gamification in education. Sustainability, 13, 2247. https:\/\/doi.org\/10.3390\/su13042247","journal-title":"Sustainability"},{"key":"10_CR27","doi-asserted-by":"publisher","first-page":"1380","DOI":"10.1109\/EDUCON.2019.8725071","volume-title":"2019 IEEE Global Engineering Education Conference (EDUCON)","author":"S Martin","year":"2019","unstructured":"Martin, S., Diaz, G., Castro, M., & Rodriguez-Artacho, M. (2019). Increasing engagement in a network security management course through gamification. In 2019 IEEE Global Engineering Education Conference (EDUCON) (pp. 1380\u20131383). IEEE. https:\/\/doi.org\/10.1109\/EDUCON.2019.8725071"},{"key":"10_CR28","doi-asserted-by":"publisher","first-page":"1","DOI":"10.1109\/UIC-ATC.2017.8397628","volume-title":"2017 IEEE SmartWorld, Ubiquitous Intelligence & Computing, Advanced & Trusted Computed, Scalable Computing & Communications, Cloud & Big Data Computing, Internet of People and Smart City Innovation (SmartWorld\/SCALCOM\/UIC\/ATC\/CBDCom\/IOP\/SCI)","author":"M Misbahuddin","year":"2017","unstructured":"Misbahuddin, M., Bindhumadhava, B. S., & Dheeptha, B. (2017). Design of a risk based authentication system using machine learning techniques. In 2017 IEEE SmartWorld, Ubiquitous Intelligence & Computing, Advanced & Trusted Computed, Scalable Computing & Communications, Cloud & Big Data Computing, Internet of People and Smart City Innovation (SmartWorld\/SCALCOM\/UIC\/ATC\/CBDCom\/IOP\/SCI) (pp. 1\u20136). IEEE. https:\/\/doi.org\/10.1109\/UIC-ATC.2017.8397628"},{"key":"10_CR29","doi-asserted-by":"crossref","unstructured":"Morais, J., Louren\u00e7o, J., Santos, J., Monteiro, J., Neves, N., & S\u00e1, S. (2022). Conceptions on higher education professors about use of technologies in the learning process: A comparative study. In Proceedings of INTED2022 conference (pp. 3775\u20133784), 7th\u20138th March 2022. https:\/\/library.iated.org\/download\/INTED2022TOC","DOI":"10.21125\/inted.2022.1048"},{"key":"10_CR30","doi-asserted-by":"publisher","first-page":"1","DOI":"10.1109\/RIVF48685.2020.9140730","volume-title":"2020 RIVF international conference on computing and communication technologies (RIVF)","author":"TA Nguyen","year":"2020","unstructured":"Nguyen, T. A., & Pham, H. (2020). A design theory-based gamification approach for information security training. In 2020 RIVF international conference on computing and communication technologies (RIVF) (pp. 1\u20134). IEEE. https:\/\/doi.org\/10.1109\/RIVF48685.2020.9140730"},{"key":"10_CR31","doi-asserted-by":"publisher","first-page":"463","DOI":"10.1109\/SITIS.2016.78","volume-title":"2016 12th international conference on Signal-Image Technology & Internet-Based Systems (SITIS)","author":"D Pantile","year":"2016","unstructured":"Pantile, D., Frasca, R., Mazzeo, A., Ventrella, M., & Verreschi, G. (2016). New technologies and tools for immersive and engaging visitor experiences in museums: The evolution of the visit-actor in next-generation storytelling, through augmented and virtual reality, and immersive 3d projections. In 2016 12th international conference on Signal-Image Technology & Internet-Based Systems (SITIS) (pp. 463\u2013467). IEEE. https:\/\/doi.org\/10.1109\/SITIS.2016.78"},{"key":"10_CR32","doi-asserted-by":"publisher","first-page":"214","DOI":"10.1109\/W-FiCloud.2018.00041","volume-title":"2018 6th international conference on Future Internet of Things and Cloud Workshops (FiCloudW)","author":"RM Parizi","year":"2018","unstructured":"Parizi, R. M., & Dehghantanha, A. (2018). On the understanding of gamification in blockchain systems. In 2018 6th international conference on Future Internet of Things and Cloud Workshops (FiCloudW) (pp. 214\u2013219). IEEE. https:\/\/doi.org\/10.1109\/W-FiCloud.2018.00041"},{"key":"10_CR33","doi-asserted-by":"publisher","first-page":"1","DOI":"10.23919\/CISTI.2019.8760658","volume-title":"2019 14th Iberian Conference on Information Systems and Technologies (CISTI)","author":"JM Patricio","year":"2019","unstructured":"Patricio, J. M., Costa, M. C., & Manso, A. (2019). A gamified mobile augmented reality system for the teaching of astronomical concepts. In 2019 14th Iberian Conference on Information Systems and Technologies (CISTI) (pp. 1\u20135). IEEE. https:\/\/doi.org\/10.23919\/CISTI.2019.8760658"},{"key":"10_CR34","doi-asserted-by":"publisher","first-page":"180","DOI":"10.1109\/IWALT.2000.890602","volume-title":"Proceedings International Workshop on Advanced Learning Technologies. IWALT 2000. Advanced learning technology: Design and development issues","author":"I Pearshouse","year":"2000","unstructured":"Pearshouse, I., & Sharples, M. (2000). CETADL: A research and development facility for e-learning. In Proceedings International Workshop on Advanced Learning Technologies. IWALT 2000. Advanced learning technology: Design and development issues (pp. 180\u2013183). IEEE. https:\/\/doi.org\/10.1109\/IWALT.2000.890602"},{"key":"10_CR35","doi-asserted-by":"publisher","first-page":"1","DOI":"10.1109\/IWALT.2000.890602","volume-title":"2021 9th International Conference on Reliability, Infocom Technologies and Optimization (Trends and Future Directions) (ICRITO)","author":"B Peerzada","year":"2021","unstructured":"Peerzada, B., & Kumar, D. (2021). Analyzing software vulnerabilities using machine learning. In 2021 9th International Conference on Reliability, Infocom Technologies and Optimization (Trends and Future Directions) (ICRITO) (pp. 1\u20134). IEEE. https:\/\/doi.org\/10.1109\/IWALT.2000.890602"},{"key":"10_CR36","doi-asserted-by":"publisher","first-page":"123","DOI":"10.1109\/ISSREW51248.2020.00049","volume-title":"2020 IEEE International Symposium on Software Reliability Engineering Workshops (ISSREW)","author":"JDA Pereira","year":"2020","unstructured":"Pereira, J. D. A. (2020). Techniques and tools for advanced software vulnerability detection. In 2020 IEEE International Symposium on Software Reliability Engineering Workshops (ISSREW) (pp. 123\u2013126). IEEE. https:\/\/doi.org\/10.1109\/ISSREW51248.2020.00049"},{"key":"10_CR37","doi-asserted-by":"publisher","first-page":"211","DOI":"10.1109\/ICDIS.2018.00042","volume-title":"2018 1st International Conference on Data Intelligence and Security (ICDIS)","author":"R Raval","year":"2018","unstructured":"Raval, R., Maskus, A., Saltmiras, B., Dunn, M., Hawrylak, P. J., & Hale, J. (2018). Competitive learning environment for cyber-physical system security experimentation. In 2018 1st International Conference on Data Intelligence and Security (ICDIS) (pp. 211\u2013218). IEEE. https:\/\/doi.org\/10.1109\/ICDIS.2018.00042"},{"key":"10_CR38","doi-asserted-by":"publisher","first-page":"1","DOI":"10.1109\/ISEC49744.2020.9280629","volume-title":"2020 IEEE Integrated STEM Education Conference (ISEC)","author":"AA Reyes","year":"2020","unstructured":"Reyes, A. A., Elkin, C., Niyaz, Q., Yang, X., Paheding, S., & Devabhaktuni, V. K. (2020). A preliminary work on visualization-based education tool for high school machine learning education. In 2020 IEEE Integrated STEM Education Conference (ISEC) (pp. 1\u20135). IEEE. https:\/\/doi.org\/10.1109\/ISEC49744.2020.9280629"},{"key":"10_CR39","doi-asserted-by":"publisher","first-page":"637","DOI":"10.1109\/ISTEL.2016.7881899","volume-title":"2016 8th International Symposium on Telecommunications (IST)","author":"F Roosta","year":"2016","unstructured":"Roosta, F., Taghiyareh, F., & Mosharraf, M. (2016). Personalization of gamification-elements in an e-learning environment based on learners\u2019 motivation. In 2016 8th International Symposium on Telecommunications (IST) (pp. 637\u2013642). IEEE. https:\/\/doi.org\/10.1109\/ISTEL.2016.7881899"},{"issue":"3","key":"10_CR40","doi-asserted-by":"publisher","first-page":"74","DOI":"10.3390\/computers9030074","volume":"9","author":"S Sadik","year":"2020","unstructured":"Sadik, S., Ahmed, M., Sikos, L. F., & Islam, A. K. M. (2020). Toward a sustainable cybersecurity ecosystem. Computers, 9(3), 74. https:\/\/doi.org\/10.3390\/computers9030074","journal-title":"Computers"},{"key":"10_CR41","doi-asserted-by":"publisher","first-page":"77","DOI":"10.1007\/s10648-019-09498-w","volume":"32","author":"M Sailer","year":"2020","unstructured":"Sailer, M., & Homner, L. (2020). The gamification of learning: A meta-analysis. Educational Psychology Review, 32, 77\u2013112. https:\/\/doi.org\/10.1007\/s10648-019-09498-w","journal-title":"Educational Psychology Review"},{"key":"10_CR42","doi-asserted-by":"publisher","first-page":"371","DOI":"10.1016\/j.chb.2016.12.033","volume":"69","author":"M Sailer","year":"2017","unstructured":"Sailer, M., Hense, J., Mayr, S., & Mandl, H. (2017). How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction. Computers in Human Behavior, 69, 371\u2013380. https:\/\/doi.org\/10.1016\/j.chb.2016.12.033","journal-title":"Computers in Human Behavior"},{"key":"10_CR43","doi-asserted-by":"publisher","first-page":"703","DOI":"10.1109\/WiSPNET.2017.8299852","volume-title":"2017 International Conference on Wireless Communications, Signal Processing and Networking (WiSPNET)","author":"PK Shamal","year":"2017","unstructured":"Shamal, P. K., Rahamathulla, K., & Akbar, A. (2017). A study on software vulnerability prediction model. In 2017 International Conference on Wireless Communications, Signal Processing and Networking (WiSPNET) (pp. 703\u2013706). IEEE. https:\/\/doi.org\/10.1109\/WiSPNET.2017.8299852"},{"key":"10_CR44","doi-asserted-by":"publisher","first-page":"151","DOI":"10.1109\/ICOASE51841.2020.9436595","volume-title":"2020 International Conference on Advanced Science and Engineering (ICOASE)","author":"KH Sharif","year":"2020","unstructured":"Sharif, K. H., & Ameen, S. Y. (2020). A review of security awareness approaches with special emphasis on gamification. In 2020 International Conference on Advanced Science and Engineering (ICOASE) (pp. 151\u2013156). IEEE. https:\/\/doi.org\/10.1109\/ICOASE51841.2020.9436595"},{"key":"10_CR45","doi-asserted-by":"publisher","first-page":"1","DOI":"10.1109\/CICEM.2013.6820152","volume-title":"2013 IEEE 63rd annual conference International Council for Education Media (ICEM)","author":"LY Sheng","year":"2013","unstructured":"Sheng, L. Y. (2013). Modelling learning from Ingress (Google\u2019s augmented reality social game). In 2013 IEEE 63rd annual conference International Council for Education Media (ICEM) (pp. 1\u20138). IEEE. https:\/\/doi.org\/10.1109\/CICEM.2013.6820152"},{"key":"10_CR46","doi-asserted-by":"publisher","first-page":"1","DOI":"10.1109\/SeGAH.2018.8401364","volume-title":"2018 IEEE 6th international conference on Serious Games and Applications for Health (SeGAH)","author":"M S\u00fcncksen","year":"2018","unstructured":"S\u00fcncksen, M., Bendig, H., Teistler, M., Wagner, M., Bott, O. J., & Dresing, K. (2018). Gamification and virtual reality for teaching mobile x-ray imaging. In 2018 IEEE 6th international conference on Serious Games and Applications for Health (SeGAH) (pp. 1\u20137). IEEE. https:\/\/doi.org\/10.1109\/SeGAH.2018.8401364"},{"key":"10_CR47","doi-asserted-by":"publisher","first-page":"1","DOI":"10.1109\/SeGAH.2018.8401364","volume-title":"2020 IEEE International Conference on Blockchain and Cryptocurrency (ICBC)","author":"M Suvajdzic","year":"2020","unstructured":"Suvajdzic, M., Oliverio, J., Barmpoutis, A., Wood, L., & Burgermeister, P. (2020). Discover DaVinci\u2013A gamified blockchain learning app. In 2020 IEEE International Conference on Blockchain and Cryptocurrency (ICBC) (pp. 1\u20132). IEEE. https:\/\/doi.org\/10.1109\/SeGAH.2018.8401364"},{"key":"10_CR48","doi-asserted-by":"publisher","unstructured":"Trinidad Garc\u00eda, M., Calder\u00f3n S\u00e1nchez, A., & Ruiz Carreira, M. (2021). GoRace: A multi-context and narrative-based gamification suite to overcome gamification technological challenges. https:\/\/doi.org\/10.1109\/ACCESS.2021.3076291","DOI":"10.1109\/ACCESS.2021.3076291"},{"key":"10_CR49","doi-asserted-by":"publisher","first-page":"46505","DOI":"10.1109\/ACCESS.2021.3063986","volume":"9","author":"M Trinidad","year":"2021","unstructured":"Trinidad, M., Ruiz, M., & Calder\u00f3n, A. (2021). A bibliometric analysis of gamification research. IEEE Access, 9, 46505\u201346544. https:\/\/doi.org\/10.1109\/ACCESS.2021.3063986","journal-title":"IEEE Access"},{"key":"10_CR50","doi-asserted-by":"publisher","first-page":"21473","DOI":"10.1109\/ACCESS.2020.2966179","volume":"8","author":"VZ Vanduhe","year":"2020","unstructured":"Vanduhe, V. Z., Nat, M., & Hasan, H. F. (2020). Continuance intentions to use gamification for training in higher education: Integrating the technology acceptance model (TAM), social motivation, and task technology fit (TTF). IEEE Access, 8, 21473\u201321484. https:\/\/doi.org\/10.1109\/ACCESS.2020.2966179","journal-title":"IEEE Access"},{"key":"10_CR51","doi-asserted-by":"publisher","first-page":"90","DOI":"10.1109\/SERA.2019.8886795","volume-title":"2019 IEEE 17th International Conference on Software Engineering Research, Management and Applications (SERA)","author":"N Visalli","year":"2019","unstructured":"Visalli, N., Deng, L., Al-Suwaida, A., Brown, Z., Joshi, M., & Wei, B. (2019). Towards automated security vulnerability and software defect localization. In 2019 IEEE 17th International Conference on Software Engineering Research, Management and Applications (SERA) (pp. 90\u201393). IEEE. https:\/\/doi.org\/10.1109\/SERA.2019.8886795"},{"key":"10_CR52","doi-asserted-by":"publisher","first-page":"535","DOI":"10.1109\/IConAC.2016.7604975","volume-title":"2016 22nd International Conference on Automation and Computing (ICAC)","author":"A Waheed","year":"2016","unstructured":"Waheed, A., Shah, M. A., & Khan, A. (2016). Secure login protocols: An analysis on modern attacks and solutions. In 2016 22nd International Conference on Automation and Computing (ICAC) (pp. 535\u2013541). IEEE. https:\/\/doi.org\/10.1109\/IConAC.2016.7604975"},{"key":"10_CR53","doi-asserted-by":"publisher","first-page":"284","DOI":"10.1109\/ICCSCE.2017.8284420","volume-title":"2017 7th IEEE International Conference on Control System, Computing and Engineering (ICCSCE)","author":"K Yonemura","year":"2017","unstructured":"Yonemura, K., Yajima, K., Komura, R., Sato, J., & Takeichi, Y. (2017). Practical security education on operational technology using gamification method. In 2017 7th IEEE International Conference on Control System, Computing and Engineering (ICCSCE) (pp. 284\u2013288). IEEE. https:\/\/doi.org\/10.1109\/ICCSCE.2017.8284420"},{"key":"10_CR54","doi-asserted-by":"publisher","first-page":"255","DOI":"10.1109\/ISCAIE.2018.8405480","volume-title":"2018 IEEE Symposium on Computer Applications & Industrial Electronics (ISCAIE)","author":"K Yonemura","year":"2018","unstructured":"Yonemura, K., Komura, R., Sato, J., Hoga, T., Takeichi, Y., Chida, E., & Matsuoka, M. (2018a). Effect of security education using KIPS and gamification theory at KOSEN. In 2018 IEEE Symposium on Computer Applications & Industrial Electronics (ISCAIE) (pp. 255\u2013258). IEEE. https:\/\/doi.org\/10.1109\/ISCAIE.2018.8405480"},{"key":"10_CR55","doi-asserted-by":"publisher","first-page":"1","DOI":"10.1109\/ICEAST.2018.8434432","volume-title":"2018 International Conference on Engineering, Applied Sciences, and Technology (ICEAST)","author":"K Yonemura","year":"2018","unstructured":"Yonemura, K., Sato, J., Takeichi, Y., Komura, R., & Yajima, K. (2018b). Security education using gamification theory. In 2018 International Conference on Engineering, Applied Sciences, and Technology (ICEAST) (pp. 1\u20134). IEEE. https:\/\/doi.org\/10.1109\/ICEAST.2018.8434432"},{"key":"10_CR56","doi-asserted-by":"publisher","first-page":"1","DOI":"10.1109\/GCCE.2017.8229353","volume-title":"2017 IEEE 6th Global Conference on Consumer Electronics (GCCE)","author":"B Zhenming","year":"2017","unstructured":"Zhenming, B., Mayu, U., Mamoru, E., & Tatami, Y. (2017). Development of an English words learning system utilizes 3D markers with augmented reality technology. In 2017 IEEE 6th Global Conference on Consumer Electronics (GCCE) (pp. 1\u20132). IEEE. https:\/\/doi.org\/10.1109\/GCCE.2017.8229353"}],"container-title":["Springer Proceedings in Earth and Environmental Sciences","Multidimensional Sustainability: Transitions and Convergences"],"original-title":[],"language":"en","link":[{"URL":"https:\/\/link.springer.com\/content\/pdf\/10.1007\/978-3-031-24892-4_10","content-type":"unspecified","content-version":"vor","intended-application":"similarity-checking"}],"deposited":{"date-parts":[[2023,12,6]],"date-time":"2023-12-06T15:14:11Z","timestamp":1701875651000},"score":1,"resource":{"primary":{"URL":"https:\/\/link.springer.com\/10.1007\/978-3-031-24892-4_10"}},"subtitle":[],"short-title":[],"issued":{"date-parts":[[2023]]},"ISBN":["9783031248917","9783031248924"],"references-count":56,"URL":"https:\/\/doi.org\/10.1007\/978-3-031-24892-4_10","relation":{},"ISSN":["2524-342X","2524-3438"],"issn-type":[{"type":"print","value":"2524-342X"},{"type":"electronic","value":"2524-3438"}],"subject":[],"published":{"date-parts":[[2023]]},"assertion":[{"value":"7 December 2023","order":1,"name":"first_online","label":"First Online","group":{"name":"ChapterHistory","label":"Chapter History"}},{"value":"ISPGAYA","order":1,"name":"conference_acronym","label":"Conference Acronym","group":{"name":"ConferenceInfo","label":"Conference Information"}},{"value":"International conference on Multidimensional Sustainability: Transitions and Convergences","order":2,"name":"conference_name","label":"Conference Name","group":{"name":"ConferenceInfo","label":"Conference Information"}},{"value":"Vila Nova de Gaia","order":3,"name":"conference_city","label":"Conference City","group":{"name":"ConferenceInfo","label":"Conference Information"}},{"value":"Portugal","order":4,"name":"conference_country","label":"Conference Country","group":{"name":"ConferenceInfo","label":"Conference Information"}},{"value":"2022","order":5,"name":"conference_year","label":"Conference Year","group":{"name":"ConferenceInfo","label":"Conference Information"}},{"value":"29 September 2022","order":7,"name":"conference_start_date","label":"Conference Start Date","group":{"name":"ConferenceInfo","label":"Conference Information"}},{"value":"30 September 2022","order":8,"name":"conference_end_date","label":"Conference End Date","group":{"name":"ConferenceInfo","label":"Conference Information"}},{"value":"ispgaya2022","order":10,"name":"conference_id","label":"Conference ID","group":{"name":"ConferenceInfo","label":"Conference Information"}},{"value":"https:\/\/congress.ispgaya.pt\/","order":11,"name":"conference_url","label":"Conference URL","group":{"name":"ConferenceInfo","label":"Conference Information"}}]}}