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Amon Rapp
Amon Rapp
Associate Professor, Università degli Studi di Torino, Torino
Verified email at unito.it
Title
Cited by
Cited by
Year
The human side of human-chatbot interaction: A systematic literature review of ten years of research on text-based chatbots
A Rapp, L Curti, A Boldi
International Journal of Human-Computer Studies 151, 102630, 2021
4932021
Strengthening gamification studies: Current trends and future opportunities of gamification research
A Rapp, F Hopfgartner, J Hamari, C Linehan, F Cena
International Journal of Human-Computer Studies 127, 1-6, 2019
3642019
Personal informatics for everyday life: How users without prior self-tracking experience engage with personal data
A Rapp, F Cena
International Journal of Human-Computer Studies 94, 1-17, 2016
2362016
Designing wearable systems for sports: a review of trends and opportunities in human–computer interaction
E Mencarini, A Rapp, L Tirabeni, M Zancanaro
IEEE Transactions on Human-Machine Systems 49 (4), 314-325, 2019
1492019
Know thyself: a theory of the self for personal informatics
A Rapp, M Tirassa
Human–Computer Interaction 32 (5-6), 335-380, 2017
1422017
Designing interactive systems through a game lens: An ethnographic approach
A Rapp
Computers in human behavior 71, 455-468, 2017
1312017
Visualization of human behavior data: the quantified self
A Marcengo, A Rapp
Innovative approaches of data visualization and visual analytics, 236-265, 2014
1082014
Self-monitoring and technology: challenges and open issues in personal informatics
A Rapp, F Cena
Universal Access in Human-Computer Interaction. Design for All and …, 2014
952014
From games to gamification: A classification of rewards in World of Warcraft for the design of gamified systems
A Rapp
Simulation & Gaming 48 (3), 381-401, 2017
882017
Personal informatics for sport: meaning, body, and social relations in amateur and elite athletes
A Rapp, L Tirabeni
ACM Transactions on Computer-Human Interaction (TOCHI) 25 (3), 1-30, 2018
832018
A qualitative investigation of gamification: Motivational factors in online gamified services and applications
A Rapp
International Journal of Technology and Human Interaction (IJTHI) 11 (1), 67-82, 2015
802015
Autoethnography in human-computer interaction: Theory and practice
A Rapp
New directions in third wave human-computer interaction: Volume 2 …, 2018
682018
Rethinking technologies for behavior change: A view from the inside of human change
A Rapp, M Tirassa, L Tirabeni
ACM Transactions on Computer-Human Interaction (TOCHI) 26 (4), 1-30, 2019
582019
Designing technology for spatial needs: Routines, control and social competences of people with autism
A Rapp, F Cena, R Castaldo, R Keller, M Tirassa
International Journal of Human-Computer Studies 120, 49-65, 2018
562018
Social game elements in world of warcraft: Interpersonal relations, groups, and organizations for gamification design
A Rapp
International Journal of Human–Computer Interaction 34 (8), 759-773, 2018
532018
Drawing inspiration from World of Warcraft: Gamification design elements for behavior change technologies
A Rapp
Interacting with computers 29 (5), 648-678, 2017
522017
Self-tracking while doing sport: Comfort, motivation, attention and lifestyle of athletes using personal informatics tools
A Rapp, L Tirabeni
International Journal of Human-Computer Studies 140, 102434, 2020
512020
Time, engagement and video games: How game design elements shape the temporalities of play in massively multiplayer online role‐playing games
A Rapp
Information Systems Journal 32 (1), 5-32, 2022
502022
Real world user model: Evolution of user modeling triggered by advances in wearable and ubiquitous computing: State of the art and future directions
F Cena, S Likavec, A Rapp
Information systems frontiers 21, 1085-1110, 2019
502019
An ethnographic study of packaging-free purchasing: designing an interactive system to support sustainable social practices
A Rapp, A Marino, R Simeoni, F Cena
Behaviour & Information Technology 36 (11), 1193-1217, 2017
492017
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