Including Non-Users and Public Perception in Future Gamification Research
نویسنده
چکیده
Current empirical research on gamification has mainly focused on individual’s performance and motivation. However, there are a number of social and ethical aspects, which should be considered in future research. The workshop “Fictional Game Elements: Critical Perspectives on Gamification Design” would give us the possibility to outline possible side-effects of these social and cultural aspects.
منابع مشابه
Gamifying the library services: A new concept in interacting with users
Background and Aim: Gamification refers to the use of game elements in non-game contexts to motivate engagement. This definition is the most comprehensive one presented so far. The term was proposed first in 2002 but it has been prolonged 8 years to attract individuals’’ attention. Gamification has been applied in various contexts according to its capabilities. The current study aims to investi...
متن کاملHigh Quality Photo Collection via Gamification
This paper addresses the issue of gathering high quality photographic representations of the world by acquiring representative and diverse images with locations. These locations refer to different public spaces such as parks, museums, administrations, monuments, etc. The representations should be clear and focused so anyone seeing them will easily understand what they depict. This work comes in...
متن کاملInvestigating the Relationship between Player Types and Learning Styles in Gamification Design
An educational gamification is a new approach that has developed hopes to increase the effectiveness of learning. Computer game users are actually players that are categorized according to their personalities and have different learning styles. To achieve maximum performance in designing gamified learning, one can determine the relationship between player types and their learning styles, and th...
متن کاملGamification - A Novel Phenomenon or a New Wrapping for Existing Concepts?
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 hedoni...
متن کاملThe Impact of Users’ Perception of Social Responsibility on the Usage of Public Library Services and Resources with the Mediated Role of Perceived Organizational Image
Purpose: Every organization’s commitment to its social responsibilities is a way to form a positive mental image among its audience that can affect their attitude towards using of the organization’s services. In the present era, despite the various media with diverse capabilities in the field of providing and disseminating of information, the field of information is experiencing intense competi...
متن کامل