Gamification - Design of IT-Based Enhancing Services for Motivational Support and Behavioral Change
نویسندگان
چکیده
منابع مشابه
Introduction to Gamification Minitrack
During the last decade games have become an established vein of entertainment, and consumer culture, and essentially, a common part of people’s daily lives. However, in addition to the increased penetration of games, the ways in which people play and employ games have also become more varied. The long-tail is getting longer: there are more different kinds of games available for a multitude of d...
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W e take great interest in the letter published by Ahmed et al. (1) who discussed the impressive success of gamification, the use of game design elements in non-game context (2), advocating its use in medical education. Despite the hype surrounding gamification (3), this letter provides a broader perspective on the limitations of gamification highlighting common pitfalls to avoid when attemptin...
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Nowadays organisations have to relate and adapt to a more digital reality, however, approximately 70 % of all digital transformation projects fail. Gamification is constructed by applying game elements to non-game context, in order to create motivational affordance that signals gamefulness. Game elements can be components, mechanics, dynamics and emotion, i.e., visual elements and behind the sc...
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ورودعنوان ژورنال:
- Business & Information Systems Engineering
دوره 5 شماره
صفحات -
تاریخ انتشار 2013