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Broader Understanding of Gamification by Addressing Ethics and Diversity

机译:通过解决伦理和多样性更广泛地了解游戏

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The engagement achieved from gamification is a phenomenon, as gamification is being seen nowadays in a lot of industries. One reason for the massive popularity of gamification is that the use can provide easy access to a sense of engagement and sell-efficacy which otherwise may not deliver. By its nature, gamification present users with challenges to overcome and use narrative structure, visuals, strategic elements, and game rules to motivate the users. Gamification is widely applied to increase user engagement, but many empirical studies on effectiveness are inconclusive, and often limited to the integration of tangible game elements such as points, leaderboards or badges. In this article, we will discuss two different perspectives: (ⅰ) Ethics: Exploitation, Manipulation, Harms, and Character (ⅱ) Diversity: Culture, Gender and Age. The discussion will lead to opportunities for professionals and researchers to acquire relevant knowledge, assess the mechanisms for the integration of gamification in the context of meaningful engagement, and outline challenges and opportunities for further research.
机译:从赌博中实现的参与是一种现象,因为现在在很多行业中被视为游戏。大规模普及的游戏化的一个原因是,使用可以轻松访问参与感和卖出效果,否则可能无法提供。通过其性质,博彩显示用户有挑战,以克服和使用叙事结构,视觉效果,战略要素和游戏规则来激励用户。游戏化被广泛应用于提高用户参与,但许多实证研究的有效性是不确定的,并且通常限于相形的游戏元素,例如积分,排行榜或徽章。在本文中,我们将讨论两种不同的观点:(Ⅰ)伦理:剥削,操纵,危害和性格(Ⅱ)多样性:文化,性别和年龄。讨论将导致专业人士和研究人员获得相关知识的机会,评估在有意义的参与的背景下纳入游戏的机制,以及概述进一步研究的挑战和机遇。

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