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Gamification - A Novel Phenomenon or a New Wrapping for Existing Concepts? Completed Research Paper

机译:Gamification - 一种新的现象或现有概念的新包装?完成了研究论文

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Adding game elements to products and services has become a popular approach for enhancing users' experiences. Accordingly, gamification is widely considered an important method for intrinsically motivating users toward a preferred behavior. But what exactly about gamification is actually novel? In a broad literature review, we compare and contrast gamification to similar concepts such as hedonic, persuasive and intrinsically motivating information systems. By decomposing and classifying game elements found in the literature, we distinguish between already existing elements and ones that can be considered new. In order to drive this area of research forward, we develop an extended framework for gamification, identify gaps in the literature, and propose future avenues for research.
机译:向产品和服务添加游戏元素已成为增强用户体验的流行方法。因此,游戏化被广泛地认为是本质上激励用户朝着优选行为的重要方法。但是究竟是什么究竟是新颖的?在广泛的文献综述中,我们对诸如诸如诸湾诸如诸如诸如诸如诸湾激励信息系统之类的类似概念的比较和对比游戏。通过分解和分类文献中发现的游戏元素,我们区分现有的元素和可以被视为新的元素。为了推动这一研究领域,我们向博彩制定扩展框架,识别文学中的差距,并提出未来的研究途径。

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