I am a researcher and Science Ambassador in the MoDis unit at Fondazione Bruno Kessler in Trento, Italy. I am passionate about video games, serious games, gamification, and board games. My research activities are mainly aimed at gamification design and effectiveness, game design, and UI/UX design, especially in sustainability.
I am currently working on participatory design in the field of collective actions and sustainability, defining gamified strategies for the co-production of collective actions, digital twins, and public spaces, involving a more-than-human approach. I'm involved in some research, the design and development of specific games about more-than-human approaches/point-of-view to bring playfulness and gamefulness into the eco-sustainability domain. I'm involved in several gamified campaigns to foster green mobility, and I'm currently working with some universities as part of the Nordic Forest Research network.
I got a Ph.D. in Cognitive Science at the University of Trento and with Fondazione Bruno Kessler with a thesis on gamification design. I've been a visiting student at The Games Institute at the University of Waterloo, Canada.
I taught "Gameful Systems Design" at the University of Trento, in the Department of Psychology and Cognitive Science, and "Engineering Gamified Systems" at the University of Trento, Department of Engineering and Information Science.
Beyond the research activities, my interests involve music, sports, cats, and beer tasting.
To see my CV click here.
Published
[1] Bassanelli S., Vasta N., Bucchiarone A., and Marconi A. (2022). Gamification for behavior change: A scientometric review. Acta Psychologica, 2022, 228, doi:10.1016/j.actpsy.2022.103657.
[2] Bucchiarone, A., Bassanelli, S., Gini, F. (2024) GamiDOC: The Importance of Designing Gamification in a Proper Way. IEEE Transactions on Games.
[3] Gini F., Bassanelli S., Bucchiarone A., Marconi A. (2023). The role of game modality in the outcomes of gamification: a research agenda, in 7th International GamiFIN Conference 2023 (GamiFIN 2023), April 18-21 2023, Finland.
[4] Bassanelli S., & Bucchiarone A. (2022). GamiDOC: a Tool for Designing and Evaluating Gamified Solutions, In Work in progress of the 2022 Annual Symposium on Computer-Human Interaction in Play (CHI PLAY ’22), November 02-05, 2022, Bremen, Germany. ACM, New York, NY, USA, 10 pages.
[5] Bucchiarone A., Cicchetti A., Bassanelli S., and Marconi A. (2021). How to merge gamification efforts for programming and modelling: a tool implementation perspective. 2021 ACM/IEEE International Conference on Model Driven Engineering Languages and Systems Companion (MODELS-C), 2021, pp. 721-726, doi: 10.1109/MODELS-C53483.2021.00116.
[6] Bucchiarone, A., Savary-Leblanc, M., Le Pallec, X., Cicchetti, A., Gérard, S., Bassanelli, S., ... & Marconi, A. (2023). Gamifying model-based engineering: the PapyGame experience. Software and Systems Modeling, 1-21.
[7] Bucchiarone, A., Bassanelli, S., & Marconi, A. (2023). How to Foster Sustainable Behaviors through Multi-Campaigns Rewarding Mechanisms: The AIR-BREAK Experience. Sustainability, 15(6), 5198.
[8] Bucchiarone, A., Bassanelli, S., Luca, M., Centellegher, S., Cipriano, P., Giovannini, L., ... & Marconi, A. (2023). Play&Go Corporate: An End-to-End Solution for Facilitating Urban Cyclability. IEEE Transactions on Intelligent Transportation Systems.
[9] Mogavi, R. H., Deng, C., Kim, J. J., Zhou, P., Kwon, Y. D., … Bassanelli S., ... &; Hui, P. (2023). ChatGPT in education: A blessing or a curse? A qualitative study exploring early adopters’ utilization and perceptions. Computers in Human Behavior: Artificial Humans, 100027.
[10] Bonetti F., Bucchiarone A., Bassanelli, S., Gini F. (2024). Untitled Bee Game: Be(e)ing Mean To Learn More Effectively, in 8th International GamiFIN Conference 2024 (GamiFIN 2024).
[11] Bassanelli S., Bucchiarone A., Gini F., Marconi A (2024). Promoting Green Mobility Through Gamified Transportation Campaigns, in 8th International GamiFIN Conference 2024 (GamiFIN 2024), April 2‑5, 2024, Lapland, Finland.
[12] Bassanelli S., Gini F., Bucchiarone A., Bonetti F., Marconi A. (2024). Lost in Gamification Design: A Scientometric Analysis, in 26th International Conference on Human‑Computer Interaction (HCII 2024) 29 June ‑ 4 July 2024, Washington Hilton Hotel, Washington DC, USA.
[13] Yigitbas, E., Schmidt, M., Bucchiarone, A., Bassanelli, S., Engels, G. (2024). Gamification‑ and Virtual Reality‑Based Learning Environment for UML Class Diagram Modeling, 2024 IEEE Global Engineering Education Conference (EDUCON 2024).
[14] Petrizzo, I., Castaldi, E., Anobile, G., Bassanelli S., Arrighi, R. (2021). Time and numerosity estimation in peripersonal and extrapersonal space. Acta Psychologica, 2015: 1‐9.
[15] Bucchiarone A., Gini F., Bonetti F., Bassanelli S., Schiavo G., Martorella T., Adami T., ' Guidolin T. & Zambotto L. (2024). Can Generative AI Support Educators? Creating Learning Paths with PolyGloT, book chapter in General Aspects of Applying Generative AI in Higher Education, Springer (393-428).
Preprint
Gini F., & Bassanelli S. (2022). The relationship between fun and the overall score of the MEEGA360 scale, 03 August 2022, PREPRINT (Version 1) available at Research Square [https://doi.org/10.21203/rs.3.rs-1898746/v1].
Bucchiarone A., Marconi A., Bassanelli S., Luca M., Centellegher S., Lepri B., Cipriano B., and Giovannini L. (2022). An End-to-End Solution for Enabling Urban Cyclability: The BIKE2WORK Experience, 08 September 2022, PREPRINT (Version 1) available at ArXiv [https://doi.org/10.48550/arXiv.2209.02755].
Mogavi, R. H., Deng, C., Kim, J. J., Zhou, P., Kwon, Y. D., Metwally, A. H. S., ... & Hui, P. (2023). Exploring user perspectives on chatgpt: Applications, perceptions, and implications for ai-integrated education. arXiv preprint arXiv:2305.13114.
International conferences
Bassanelli S. (2021). A holistic model for gamification design. Doctoral consortium at GamiFIN (online). Supervisor Wilk Oliveira. Mediator Juho Hamari.
Gini F. & Bassanelli S. (2022). The relationship between fun and the overall score of the MEEGA360 scale. IDC (interaction design and children) 2022 (Braga, Portugal). Workshop on Fun in Learning. Mediator Gabriella Tisza.
Bassanelli S., & Bucchiarone A. (2022). GamiDOC: a Tool for Designing and Evaluating Gamified Solutions, In Work in progress of the 2022 Annual Symposium on Computer-Human Interaction in Play (CHI PLAY ’22), November 02-05, 2022, Bremen, Germany. ACM, New York, NY, USA, 10 pages.
Bassanelli S., Bucchiarone A., Gini F., Nacke L. (2023). The importance of gameful systems design: a usability study of GamiDOC, in 7th International GamiFIN Conference 2023 (GamiFIN 2023), April 18-21 2023, Finland.
Gini F., Bassanelli S., Bucchiarone A., Marconi A. (2023). The role of game modality in the outcomes of gamification: a research agenda, in 7th International GamiFIN Conference 2023 (GamiFIN 2023), April 18-21 2023, Finland.
In writing
Bassanelli, S. (in writing). Why Do We Need to Carefully Analyze Feedback in Gameful Systems? A Framework Proposal.
Associate Chair:
ChiPlay
Reviewer:
Scientific Reports
CHI Conference on Human Factors in Computing Systems
Annual Symposium on Computer-Human Interaction in Play (CHI PLAY)
Hawaii International Conference on System Sciences (HICSS)
Computers in Human Behavior Reports
Computers & Education
IEEE Conference on Games (CoG)
Multimedia Tools and Applications
GALA
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