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How to Engineer Gamification: The Consensus, the Best Practice and the Grey Areas

机译:如何设计游戏化:共识,最佳实践和灰色地带

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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.
机译:游戏化是指在商业环境中使用游戏元素来改变用户的行为,主要是增加对特定任务或战略目标的动力。游戏化在学术界和工业界都受到了各个学科和应用领域的高度重视。尽管人们的兴趣日益浓厚,但我们仍然需要有关如何设计游戏化的统一,全面的描述,包括术语的含义,其发展过程,需要参与其中的利益相关者和学科以及广告的关注和风险-hoc设计可以为企业和用户提高。为了满足这一需求,本文报告了实证研究,该研究涉及对文献和一系列游戏化技术及其应用的回顾作为辅助研究,而对定性和定量两个阶段的专家意见研究作为主要研究。根据结果​​,我们提供了有关游戏化的知识,并指出了值得商and且需要进一步研究的良好实践原则和游戏化领域。

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