giving awareness of regulated daily routines by pro-
viding a general gamification concept as well as an
overview of significant structural and content game
elements.
ACKNOWLEDGEMENTS
Part of this work has been executed under the project
VICCI (ESF-100098171) funded by the European
Social Fund and the German Federal State of Sax-
ony as well as within the project Dynapsys (BMWE-
19P12013D) by the German Federal Ministry for
Economic Affairs and Energy.
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