Simone Bassanelli

Dr. Simone Bassanelli

Department of psychology and Cognitive Science, University of Trento, Trento, Trentino-Alto Adige, Italy
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orcid

Research Focus & Metrics

Academic Career Length

6Years (2021-Present)

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

Representative Publications

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20 November 2023 in Computers in Human Behavior: Artificial Humans
Verified
Journal Article
Open access
RMReza Hadi Mogavi
Reza Hadi Mogavi
CDChao Deng
Chao Deng
JKJustin Juho Kim
Justin Juho Kim
PZPengyuan Zhou
Pengyuan Zhou
YKYoung D. Kwon
Young D. Kwon
PHPan Hui
Pan Hui

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.

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.

6 January 2025 in Acta Psychologica
Verified
Journal Article
Open access
SBSimone Bassanelli
Simone Bassanelli
RBRiccardo Belliato
Riccardo Belliato
FBFederico Bonetti
Federico Bonetti
Martina VacondioMartina Vacondio
Martina Vacondio
FGFederica Gini
Federica Gini
AMAnnapaola Marconi
Annapaola Marconi
The increasing need to address climate change has intensified efforts to promote green transportation options, such as cycling and public transit. Over the past few decades, gamification-the integration of game-like elements into non-game contexts to motivate and engage people in adopting new behaviors-has emerged as a strategy to encourage the use of sustainable transportation. This literature review examines how gamification has been used to drive the adoption of green transportation. Following the PRISMA methodology, 49 documents were initially screened, leading to a final selection of 14 papers. We analyze the stakeholders involved, the game elements, the external rewards (e.g., financial incentives), and persuasive strategies employed, and the overall effectiveness of these initiatives both in the short and in the long term. We also explore the relationship between game elements and persuasive approaches, offering insights into how they are related. Finally, we propose a research agenda that emphasizes the exploration of different game elements and the need for a multidisciplinary approach to designing gameful systems that promote sustainable behaviors.

4 March 2023 in Software and Systems Modeling
Verified
Journal Article
Open access
PDF file
ABAntonio Bucchiarone
Antonio Bucchiarone
MSMaxime Savary-Leblanc
Maxime Savary-Leblanc
XPXavier Le Pallec
Xavier Le Pallec
ACAntonio Cicchetti
Antonio Cicchetti
SGSébastien Gérard
Sébastien Gérard
AMAnnapaola Marconi
Annapaola Marconi
Modeling is an essential and challenging activity in any engineering environment. It implies some hard-to-train skills such as abstraction and communication. Teachers, project leaders, and tool vendors have a hard time teaching or training their students, co-workers, or users. Gamification refers to the exploitation of gaming mechanisms for serious purposes, like promoting behavioral changes, soliciting participation and engagement in activities, etc. We investigate the introduction of gaming mechanisms in modeling tasks with the primary goal of supporting learning/training. The result has been the realization of a gamified modeling environment named PapyGame. In this article, we present the approach adopted for PapyGame implementation, the details on the gamification elements involved, and the derived conceptual architecture required for applying gamification in any modeling environment. Moreover, to demonstrate the benefits of using PapyGame for learning/training modeling, a set of user experience evaluations have been conducted. Correspondingly, we report the obtained results together with a set of future challenges we consider as critical to make gamified modeling a more effective education/training approach.

18 July 2025 in Sustainability
Verified
Journal Article
Open access
PDF file
Martina VacondioMartina Vacondio
Martina Vacondio
FGFederica Gini
Federica Gini
SBSimone Bassanelli
Simone Bassanelli
AMAnnapaola Marconi
Annapaola Marconi
Promoting behavioral change in mobility is essential for sustainable urban development. This study evaluates the effectiveness of gamified challenges in fostering sustainable travel behaviors among high school students and teachers within the High School Challenge (HSC) 2024 campaign in Lecco, Italy. Over a 13-week period, participants tracked their commuting habits via gamified mobile application, Play&Go, that awarded points for sustainable mobility choices and introduced weekly challenges. Using behavioral (GPS-based tracking) and self-report data, we assessed the influence of challenge types, player characteristics (HEXAD Player Types, Big Five traits), and user experience evaluations on participation, retention, and behavior change. The results show that challenges, particularly those based on walking distances and framed as intra-team goals, significantly enhanced user engagement and contributed to improved mobility behaviors during participants’ free time. Compared to the 2023 edition without challenges, the 2024 campaign achieved better retention. HEXAD Player Types were more predictive of user appreciation than Personality Traits, though these effects were more evident in subjective evaluations than actual behavior. Overall, findings highlight the importance of tailoring gamified interventions to users’ motivational profiles and structuring challenges around SMART principles. This study contributes to the design of behaviorally informed, scalable solutions for sustainable mobility transitions.