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Supporting Gamified Experiences for Informal Collaborative Groups

机译:支持非正式协作团体的赌博经验

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Gamification is the application of game-design elements and game principles in non-game contexts. Gamification is being successfully applied in a diverse set of areas such as Education, Business, Human Resources, Health, and Entertainment. In general, gamified systems are designed and implemented for specific contexts. There is not a multipurpose approach that can be applied to many contexts. Informal groups are composed of members who come together online to perform work or social activities, fostering engagement, commitment and participation. We propose a framework to support the design of gamified experiences in general scenarios for collaborative informal groups. We built a context agnostic tool, called Gamefy, to evaluate the framework. We then evaluated motivation and flexibility enabled by the tool. We also employed the framework to assess the perceived usefulness of gamification features in two particular contexts. We then were able to identify key features to gamified experiences, and the possibility of differences in features' importance depending on context.
机译:游戏处理是在非游戏环境中的游戏设计元素和游戏原则在非游戏中的应用。博彩在教育,商业,人力资源,健康和娱乐等各种领域成功应用。通常,游戏系统是针对特定上下文而设计和实施的。没有一种可以应用于许多背景的多功能方法。非正式群体由在线聚集在一起,以执行工作或社交活动,促进参与,承诺和参与。我们提出了一个框架,支持在一般情景中设计博弈经验的合作非正式群体。我们建立了一个名为GameFy的上下文不可知论者,以评估框架。然后,我们评估了工具启用的动机和灵活性。我们还聘请了框架,以评估在两个特定的背景下的娱乐特征的感知有用性。然后,我们能够识别赌博经验的关键特征,以及根据上下文的特征重要性的可能性。

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