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首页> 外文期刊>Simulation & Gaming >Gamification Science, Its History and Future: Definitions and a Research Agenda
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Gamification Science, Its History and Future: Definitions and a Research Agenda

机译:游戏化科学,它的历史和未来:定义和研究议程

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摘要

Background. Definitions of gamification tend to vary by person, both in industry and within academia. One particularly popular lay interpretation, introduced and popularized by Ian Bogost, and reiterated by Jan Klabbers, is that gamification is “bullshit” and “exploitationware.” They describe gamification as a marketing term or business practice invented to sell products rather than to represent a real and unique phenomenon relevant to a nascent game science . However, this view is an oversimplification, one which ignores a growing body of theory development and empirical research on gamification within a post-positivist epistemology . In fact, because gamification is so much more outcome-focused than general game design, current gamification research in many ways has a stronger footing in modern social science than much games research does.n Aim. In this article, to address common misunderstandings like these, we describe the philosophical underpinnings of modern gamification research, define the relationship between games and gamification, define and situate gamification science as a subdiscipline of game science, and explicate a six-element framework of major concerns within gamification science: predictor constructs, criterion constructs, mediator constructs, moderator constructs, design processes , and research methods . This framework is also presented diagrammatically as a causal path model.n Conclusion. Gamification science refers to the development of theories of gamification design and their empirical evaluation within a post-positivist epistemology. The goal of gamification scientist-practitioners should be to understand how to best meet organizational goals through the design of gamification interventions, drawing upon insights derived from both gamification science and games research more broadly.
机译:背景。游戏化的定义在工业界和学术界都因人而异。由伊恩·博格斯特(Ian Bogost)引入并推广并由扬·克拉伯斯(Jan Klabbers)重申的一种特别流行的外行解释是,游戏化是“废话”和“剥削软件”。他们将游戏化描述为销售产品的市场营销术语或商业惯例,而不是代表与新生的游戏科学相关的真实而独特的现象。但是,这种观点过于简单化,忽略了后实证主义认识论中关于游戏化的理论发展和实证研究的增长。实际上,由于游戏化比一般游戏设计更加注重结果,因此当前的游戏化研究在许多方面比许多游戏研究在现代社会科学中拥有更强大的基础。在本文中,为了解决此类常见的误解,我们描述了现代游戏化研究的哲学基础,定义了游戏与游戏化之间的关系,将游戏化科学定义并定位为游戏科学的子学科,并阐述了由六个要素构成的主要游戏框架。游戏化科学中的关注点:预测变量构造,标准构造,中介变量构造,主持人构造,设计过程和研究方法。该框架还以图表形式作为因果路径模型提出。游戏化科学是指在后实证主义认识论中,游戏化设计理论的发展及其经验评估。游戏化科学家从业者的目标应该是,从游戏化科学和游戏研究中汲取的见解,来了解如何通过游戏化干预的设计来最佳地实现组织目标。

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