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 | 485 | 2021 |
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 | 358 | 2019 |
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 | 236 | 2016 |
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 | 149 | 2019 |
Know thyself: a theory of the self for personal informatics A Rapp, M Tirassa Human–Computer Interaction 32 (5-6), 335-380, 2017 | 142 | 2017 |
Designing interactive systems through a game lens: An ethnographic approach A Rapp Computers in human behavior 71, 455-468, 2017 | 131 | 2017 |
Visualization of human behavior data: the quantified self A Marcengo, A Rapp Innovative approaches of data visualization and visual analytics, 236-265, 2014 | 106 | 2014 |
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 | 95 | 2014 |
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 | 87 | 2017 |
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 | 81 | 2018 |
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 | 79 | 2015 |
Autoethnography in human-computer interaction: Theory and practice A Rapp New directions in third wave human-computer interaction: Volume 2 …, 2018 | 67 | 2018 |
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 | 58 | 2019 |
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 | 56 | 2018 |
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 | 53 | 2018 |
Drawing inspiration from World of Warcraft: Gamification design elements for behavior change technologies A Rapp Interacting with computers 29 (5), 648-678, 2017 | 51 | 2017 |
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 | 50 | 2020 |
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 | 50 | 2019 |
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 | 49 | 2022 |
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 | 49 | 2017 |