How to Engineer Gamification

Author:

Shahri Alimohammad1,Hosseini Mahmood1,Phalp Keith1,Taylor Jacqui1,Ali Raian1

Affiliation:

1. Bournemouth University, Poole, UK

Abstract

Gamification refers to the use of game elements in a business context to change users' behaviours, mainly increasing motivation towards a certain task or a strategic objective. Gamification has received a good deal of emphasis in both academia and industry across various disciplines and application areas. Despite the increasing interest, we still need a unified and holistic picture on how to engineer gamification, including the meaning of the term, its development process, the stakeholders and disciplines which need to be involved in it, and the concerns and risks that an ad-hoc design could raise for both businesses and users. To address this need, this article reports on empirical research which involved reviewing the literature and a range of gamification techniques and applications as secondary research, and an expert opinion study of two phases, qualitative and quantitative, as primary research. Based on the results, we provide a body of knowledge about gamification and point-out good practice principles and areas of gamification that are debatable and need further investigation.

Publisher

IGI Global

Reference42 articles.

1. AbtC. C. (1987). Serious games. University Press of America.

2. AlfrinkK. (2011). New games for new cities (Presentation). FutureEverything Std.

3. Ali, R., Solis, C., Omoronyia, I., Salehie, M., & Nuseibeh, B. (2012). Social adaptation: When software gives users a voice. Retrieved from http://dec.bournemouth.ac.uk/staff/rali/index_files/Papers_PDF/Raian_Ali_et_al_ENASE12_Social_Adaptation_When_Software_Gives_Users_a_Voice.pdf

4. Ali, R., Solis, C., Salehie, M., & Omoronyia, I. (2011). Social sensing: when users become monitors. Proceedings of the 19th ACM SIGSOFT symposium and the 13th European conference on Foundations of software engineering (pp. 476-479). ACM. Retrieved from http://dl.acm.org/citation.cfm?id=2025196

5. Antin, J., & Deterding, S. (2012). Gamification: Designing for Motivation. Interactions, 19(4), 14-17. Retrieved from http://dl.acm.org/ft_gateway.cfm?id=2212877#page=16

同舟云学术

1.学者识别学者识别

2.学术分析学术分析

3.人才评估人才评估

"同舟云学术"是以全球学者为主线,采集、加工和组织学术论文而形成的新型学术文献查询和分析系统,可以对全球学者进行文献检索和人才价值评估。用户可以通过关注某些学科领域的顶尖人物而持续追踪该领域的学科进展和研究前沿。经过近期的数据扩容,当前同舟云学术共收录了国内外主流学术期刊6万余种,收集的期刊论文及会议论文总量共计约1.5亿篇,并以每天添加12000余篇中外论文的速度递增。我们也可以为用户提供个性化、定制化的学者数据。欢迎来电咨询!咨询电话:010-8811{复制后删除}0370

www.globalauthorid.com

TOP

Copyright © 2019-2024 北京同舟云网络信息技术有限公司
京公网安备11010802033243号  京ICP备18003416号-3