Annapaola Marconi

Dr. Annapaola Marconi

orcid

Research Focus & Metrics

Academic Career Length

16Years (2011-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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26 June 2022 in Acta Psychologica
Verified
Journal Article
Open access
SBSimone Bassanelli
Simone Bassanelli
NVNicola Vasta
Nicola Vasta
ABAntonio Bucchiarone
Antonio Bucchiarone
AMAnnapaola Marconi
Annapaola Marconi
Gamification, which refers to the use of game design elements in non-game contexts, provides similar experiences and motivations as games do; this makes gamification a useful approach to promote positive behaviors. As a useful tool for keeping users motivated, engaged and active, there is a wide interest in adopting gamification solutions for supporting and promoting positive behaviors and behavior change (e.g. quit smoking, ecological behaviors, food choices, civic engagement, mental healthcare, sustainability, etc.). In this study, we use the CiteSpace software to examine 984 publications and their 46,609 unique references on gamification applied for behavior change. The corpus of studies was downloaded from the Scopus database and refers to studies published between 2011 and the beginning of 2022. Several methods were used to analyze these data: (1) document co-citation analysis (DCA) was performed to identify the pivotal researches and the research areas; (2) author cocitation analysis (ACA) was performed to identify the main authors; (3) and keyword analysis was performed to detect the most influential keywords and their change over time. The results of the analysis provide an overview of the influential documents, authors and keywords that have given shape to the literature of the field, and how it has evolved, showing an initial interest in motivational and persuasion techniques, and in the gamification design, and subsequently in the development of more rigorous methodologies for both design and use. As the first scientometric review of gamification applied to behavior change, this study will be of interest to junior and senior researchers, graduate students, and professors seeking to identify research trends, topics, major publications, and influential scholars.

1 October 2020 in IEEE Transactions on Intelligent Transportation Systems
Verified
Journal Article
Closed access
ABAntonio Bucchiarone
Antonio Bucchiarone
SBSandro Battisti
Sandro Battisti
AMAnnapaola Marconi
Annapaola Marconi
RMRoberto Maldacea
Roberto Maldacea
DPDiego Cardona Ponce
Diego Cardona Ponce
Providing mobility services effectively to residents and visitors is a complex socio-technical system task to city public managers. Smart mobility systems aim to support the efficient exploitation of city transport facilities and sustainable mobility within the urban environment. People need to travel quickly and conveniently between locations at different scales, ranging from a few blocks within a city to a journey across cities. At the same time, goods need to be timely delivered, considering both the users and the businesses' needs. Several cities indicated an interest in using Autonomous Vehicles (AV) for the ``last-mile'' mobility services in the last few years. With them, it seems to be easier to get people and goods around using fewer vehicles. In this context, Autonomous Shuttles (AS) are beginning to be thought of as a new mobility/delivery service into the city center where narrow streets are not easily served by traditional buses. They allow them to perform critical areas with minimal new infrastructure and reduce noise and pollution. The article analyses the state-of-art on autonomous shuttles by proposing four application scenarios targeting the last-mile delivery of goods, the tourist experiences, and the shared and integrated mobility. Furthermore, we contribute with the proposition of the Autonomous Shuttles-as-a service (ASaaS) concept as the key pillar for the realization of innovative and sustainable proximity mobility. Our research proposed new research challenges for ASaaS, and we discuss social implications and governance challenges that consider user engagement and sustainability. It also recommended extending new research to focus on simulation and machine learning techniques for last-mile mobility planning and explore the journeys tracking certification via artificial intelligence and blockchain-based techniques.

2 February 2021 in IEEE Transactions on Intelligent Transportation Systems
Verified
Journal Article
Closed access
RKRaman Kazhamiakin
Raman Kazhamiakin
ELEnrica Loria
Enrica Loria
AMAnnapaola Marconi
Annapaola Marconi
MSMauro Scanagatta
Mauro Scanagatta
An effective, efficient, and ecological transport service needs a decision support system to inform the administrations, while intelligently assisting citizens' daily transportation choices. This work presents a full-fledged Gamification Platform to develop and run sustainable mobility campaigns promoting individual green mobility behaviors. We organize geolocalized and temporal information on users' tracked trips into a rich dataset that decision-makers can exploit to analyze citizens' daily transportation choices and balance the demand and the offer of the mobility ecosystem. Through the Gamification Platform, we define three different use case scenarios - i.e., mobility within the city, home-work mobility, and home-school mobility. We also evaluate the platform according to both gameful design guidelines and persuasive technology best practices. Our findings show how long-term retention and engagement can be achieved when the gameful system's design and maintenance are assisted by the Gamification Platform, merging both administrative requirements and users' needs towards an iteratively adaptive and personalized experience.

24 May 2020 in User Modeling and User-Adapted Interaction
Verified
Journal Article
Closed access
PDF file
RKReza Khoshkangini
Reza Khoshkangini
GVGiuseppe Valetto
Giuseppe Valetto
AMAnnapaola Marconi
Annapaola Marconi
MPMarco Pistore
Marco Pistore

23 August 2025 in Acta Psychologica
Verified
Journal Article
Open access
FGFederica Gini
Federica Gini
SBSimone Bassanelli
Simone Bassanelli
FBFederico Bonetti
Federico Bonetti
RMReza Hadi Mogavi
Reza Hadi Mogavi
ABAntonio Bucchiarone
Antonio Bucchiarone
AMAnnapaola Marconi
Annapaola Marconi
Gamification - the use of game elements in non-game contexts - represents a promising solution to enhance motivation and engagement in education. Traditional lecture-based teaching has been increasingly viewed as insufficient for effective learning, promoting interest in gamified education to sustain student engagement and foster a positive learning environment. This study presents a comprehensive scientometric literature review on the use of gamification in education, analyzing 9163 manuscripts and over 300,000 references from the Scopus database. Through document co-citation analysis, author co-citation analysis, and keyword co-occurrence analysis, the review identifies the most influential publications, authors, and research trends shaping the field. The findings reveal a research trend that initially focused on game design and best practices but has shifted towards systematic literature reviews and evaluations of gamification's educational effectiveness. Six key research clusters emerged: gamified learning experience, student learning, K-12 education, science education, gamification effectiveness, and gaming elements. The study highlights the growing application of gamification in STEM and formal K-12 education, as well as the increasing relevance of online and personalized learning environments. The review also emphasizes significant research gaps, particularly concerning the long-term impact of gamification, the isolated effects of individual game elements, and the need for improved research methodologies. This review offers a research agenda for future studies, calling for more rigorous, context-sensitive research that better addresses the complexity of gamified learning environments.

1 June 2012
Verified
Conference Paper
Open access
AMAndreas Metzger
Andreas Metzger
CCChi-Hung Chi
Chi-Hung Chi
YEYagil Engel
Yagil Engel
AMAnnapaola Marconi
Annapaola Marconi
Online quality prediction allows service-oriented systems to anticipate the need for adaptation and thus to prevent the actual occurrence of failures or to mitigate upcoming failures. Such proactive adaptation capabilities are increasingly relevant for future service-oriented systems, which need to cope with limited control over third-party services, as well as rapidly changing usage contexts. Initial, promising results have been achieved for what concerns online quality prediction for service-oriented systems. However, there are many challenging issues remaining that call for concrete solutions. In this paper we present a set of research challenges identified by the research community that may be worth investigating in the coming years.