Amon Rapp
Amon Rapp
Assistant Professor, UniversitÓ degli Studi di Torino, Torino
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Cited by
Cited by
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
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
Visualization of human behavior data: the quantified self
A Marcengo, A Rapp
Innovative approaches of data visualization and visual analytics, 236-265, 2014
Designing interactive systems through a game lens: An ethnographic approach
A Rapp
Computers in human behavior 71, 455-468, 2017
Know thyself: a theory of the self for personal informatics
A Rapp, M Tirassa
Human–Computer Interaction 32 (5-6), 335-380, 2017
Self-monitoring and technology: challenges and open issues in personal informatics
A Rapp, F Cena
International Conference on Universal Access in Human-Computer Interactioná…, 2014
A qualitative investigation of gamification: Motivational factors in online gamified services and applications
A Rapp
Gamification: Concepts, Methodologies, Tools, and Applications, 32-48, 2015
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
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
Drawing inspiration from World of Warcraft: Gamification design elements for behavior change technologies
A Rapp
Interacting with computers 29 (5), 648-678, 2017
Playing in the wild: enhancing user engagement in field evaluation methods
A Rapp, A Marcengo, L Console, R Simeoni
Proceeding of the 16th international academic MindTrek conference, 227-228, 2012
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
Narrating the quantified self
D Hilviu, A Rapp
Adjunct Proceedings of the 2015 ACM International Joint Conference oná…, 2015
Interacting with social networks of intelligent things and people in the world of gastronomy
L Console, F Antonelli, G Biamino, F Carmagnola, F Cena, E Chiabrando, ...
ACM Transactions on Interactive Intelligent Systems (TiiS) 3 (1), 1-38, 2013
Real world user model: Evolution of user modeling triggered by advances in wearable and ubiquitous computing
F Cena, S Likavec, A Rapp
Information Systems Frontiers 21 (5), 1085-1110, 2019
Using game mechanics for field evaluation of prototype social applications: a novel methodology
A Rapp, F Cena, C Gena, A Marcengo, L Console
Behaviour & Information Technology 35 (3), 184-195, 2016
Affordances for self-tracking wearable devices
A Rapp, F Cena
Proceedings of the 2015 acm international symposium on wearable computersá…, 2015
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
Wearable accessories for cycling: tracking memories in urban spaces
A Matassa, A Rapp, R Simeoni
Proceedings of the 2013 ACM conference on Pervasive and ubiquitous computingá…, 2013
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
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