Gamification
The application of game-design elements and principles in non-game contexts to engage and motivate people to achieve their goals.
The application of game-design elements and principles in non-game contexts to engage and motivate people to achieve their goals.
The process by which attention is guided by internal goals and external stimuli, affecting how information is processed and remembered.
Also known as Self Relevance Effect, the tendency for individuals to better remember information that is personally relevant or related to themselves.
The ability to perform actions or behaviors automatically due to learning, repetition, and practice.
A schedule of reinforcement where a desired behavior is reinforced every time it occurs, promoting quick learning and behavior maintenance.
The perception of objects as unchanging despite changes in sensory input, such as changes in lighting, distance, or angle.
A cognitive bias where people prefer a smaller set of higher-quality options over a larger set with lower overall quality.
A behavior in which an individual provides a benefit to another with the expectation that the favor will be returned in the future, fostering mutual cooperation and long-term relationships.
Capability, Opportunity, Motivation (COM...) is a framework for understanding Behavior (àB).