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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。

摘要

Gamification typically refers to the use of game elements in a business context in order to change users’ behaviors, mainly increasing motivation and engagement, towards a certain task or a strategic objective. Gamification has received a good deal of emphasis in both academia and industry across various disciplines, e.g., psychology and human computer interaction, and application areas, e.g. education and marketing. Despite the increasing interest, we still need a unified and holistic picture of 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 an ad-hoc design could raise for both businesses and users. To address this need, this paper reports on a review of the literature on a range of gamification techniques and applications, followed by empirical research which involved collecting expert opinions using qualitative and quantitative methods. Based on the results of this research,we provide a body of knowledge about gamification and highlight good practice principles and areas of gamification that are debatable and require further investigation.
机译:游戏化通常是指在商业环境中使用游戏元素来改变用户的行为,主要是为了实现特定任务或战略目标而增加动机和参与度。游戏化在学术界和工业界都受到了许多学科的高度重视,例如心理学和人机交互的各个学科以及应用领域,例如心理学和人机交互。教育和市场营销。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而全面的图景,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;临时设计可能给企业和用户带来的担忧和风险。为了满足这一需求,本文对一系列游戏化技术和应用的文献进行了综述,然后进行了实证研究,其中涉及使用定性和定量方法收集专家意见。基于这项研究的结果,我们提供了有关游戏化的知识,并强调了值得商practice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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