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1.
This research has the aim to find new meaningful elements, in the video game world, that could inspire the design of novel gamified systems. Starting from the players’ point of view, I looked at the field of the Massively Multi Player Online Role-Playing Games as a source of inspiration, conducting an ethnographic study in World of Warcraft. Thus, drawing on the findings gathered in my empirical work, I identified 9 recommendations to suggest new directions for the gamification design of interactive systems. Some of these recommendations are devised to suit the applications that pivot on user social participation. Others are aimed at imagining new forms of online communities. Others address those interactive systems that aim at changing user behaviors. These recommendations, by suggesting to support the development of intrinsic motivations, proposing new and diversified game elements and recommending to look at systemic design strategies, aim at addressing the limits of the current gamification techniques. At the high grade of abstraction they are left, they are meant to be applied to different fields.  相似文献   

2.
Gamification has become an increasingly important trend in the field of human–computer interaction (HCI) design. Applying the idea of user-centered design (UCD) in gamification is drawing more and more attention as the gamification design theoretical frameworks referencing UCD have been proposed. However, questions like “How should a gamification project be developed with specific UCD methods?” and “What design guidelines could be applied in the practice of using UCD in gamification project?” remain unanswered. We hereby conducted a Delphi study to explore design guidelines for using UCD in gamification development with knowledge from practice. The Delphi panel recruited for this study included 20 experienced gamification designers, who produced 28 initial guideline items in the pre-Delphi round. After three rounds of addition, modification, and deletion, 35 design guidelines were ultimately identified. Among these, 31 were found process-oriented and in line with the classic UCD processes and the rest four were about collecting feedback from the design user participants. The author discovered that some of the design guidelines showed consistency with existing theoretical frameworks or design principles about gamification and UCD, and meanwhile, some appeared to be different from the known gamification design knowledge. The research results extended and complemented current gamification design field by providing maneuverable guides and a better overall understanding of how to conduct a gamification project with UCD for gamification researchers and practitioners. In addition, by using the Delphi method in the field of gamification, this study provided a reference to future research in HCI design which needed to draw lessons from practical knowledge.  相似文献   

3.
This study draws from the information technology (IT)-enabled organizational capabilities perspective, technology affordance theory, and theoretical foundations of organizational gamification to examine how firms’ usage of mobile technology may be associated with the execution of human resource (HR) gamification initiatives and its effect on employee job performance and financial performance. Our central thesis was tested with a survey dataset from 134 firms. We found that: (1) Mobile technology-enabled HR gamification initiative improves job satisfaction and employee engagement and (2) employee engagement and job satisfaction are the pathways to improve job performance and create business value from IT.  相似文献   

4.
The term gamification and gamified systems are a trending area of research. However, gamification can indicate several different things, such as applying the game-like elements into the design of the user interface of a software, but not all gamification is necessarily associated with software products. Overall, it is unclear what different aspects are studied under the umbrella of ‘gamification’, and what is the current state of the art in the gamification research. In this paper, 1164 gamification studies are analyzed and classified based on their focus areas and the research topics to establish what the research trends in gamification are. Based on the results, e-learning and proof-of-concept studies in the ecological lifestyle and sustainability, assisting computer science studies and improving motivation are the trendiest areas of gamification research. Currently, the most common types of research are the proof-of-concept studies, and theoretical works on the different concepts and elements of gamification.  相似文献   

5.
The purpose of this paper is to hypothesize ‘Dynamical model of educational effectiveness for the gamification of learning, and to widely announce a pure and right function of game through our model. For the theoretical contribution of gamification, we propose a dynamical model of game based learning that aims to maximize educational effectiveness that correlates with the four main primary factors (curiosity, challenge, fantasy and control). The main idea of this model is based on the correlations of four factors which originating from learning games which are built on the foundations of separate theories: 1) Game Design Features 2) Key Characteristics of a Learning Game 3) a theory of educational environment design known as the ARCS (attention, relevance, confidence, and satisfaction) and 4) the theoretical background of gamification labeled the MDA(mechanics, dynamics and aesthetics) framework. We created a sigmoidal equation for the educational effectiveness of Gamification by analyzing and correlating these factors. Through this dynamical model we will show that the effectiveness of the gamification of learning is educationally superior to traditional ways of learning in specific setting, after an elapsed adaptive time period with reasonable relationship of the four primary factors.  相似文献   

6.
User modelling is becoming an important sub-area of Artificial Intelligence with both theoretical and practical consequences. The theoretical foundations of user modelling are to be found in key areas of AI, such as knowledge representation and plan recognition, while its practical applications impinge on the construction of intelligent user interfaces and adaptive systems. This paper provides a survey of current work in user modelling. The paper begins by distinguishing between AI approaches, which are the subject of this survey, and those of HCI (Human-Computer Interaction) and then considers the major issues in user modelling such as: types of user modelling system, the sorts of information modelled, how the information is acquired, represented and used. The paper concludes by examining some of the more problematic aspects of user modelling as well as indicating areas for future research.  相似文献   

7.
Today, people use a variety of social and gameful (mobile) applications in order to motivate themselves and others to maintain difficult habits such as exercise, sustainable consumption and healthy eating. However, we have yet lacked understanding of how social influence affects willingness to maintain these difficult habits with the help of gamification services. In order to investigate this phenomenon, we measured how social influence predicts attitudes, use and further exercise in the context of gamification of exercise. Our results show that people indeed do “work out for likes”, or in other words, social influence, positive recognition and reciprocity have a positive impact on how much people are willing to exercise as well as their attitudes and willingness to use gamification services. Moreover, we found that the more friends a user has in the service, the larger the effects are. Furthermore, the findings of the empirical study further provide new understanding on the phenomenon of social influence in technology adoption/use continuance in general by showing, in addition to subjective norms, how getting recognized, receiving reciprocal benefits and network effects contribute to use continuance.  相似文献   

8.
Gamification—the use of game elements in non-game contexts—is gaining interest among researchers and practitioners. How gamification enhances user engagement, though, remains unclear, largely due to the lack of a theoretical framework. To narrow the theory gap, this study develops a theoretical model, which draws on cognitive evaluation theory to explain the effects of game dynamics on user engagement, and tests it using data collected from 164 users of a gamified information system. The results reveal that gamification enhances user engagement through the mediation of psychological needs satisfaction (autonomy, competence, and relatedness) between game dynamics and enjoyment. The results suggest that gamification should go beyond merely providing fun and enjoyment; gamification should also generate diverse game dynamics, such as rewards, competition, altruism, and self-expression in a way that helps people to satisfy their psychological needs. The study contributes to a more nuanced understanding of the success of gamification.  相似文献   

9.
Although the prominent concept of the last decade – user experience – maintains its significance in diverse disciplines, especially design, its focus has changed to eliciting positive user experiences by pursuing new possibilities for consumer products rather than by solely seeking solutions to existing problems. Designers continue to aim for rich user experiences with a variety of products, but have neglected self-service (interactive) kiosks. Hence, this paper, after giving a brief overview of the positive psychology literature, demonstrates the dimensions of positive user experiences with self-service kiosks through an empirical study conducted on coffee vending machines and automated tellers.  相似文献   

10.
The success of online games encouraged the development of gamification software in e-banking. Beside the growing trend of gamification, it is important understand how bank customers face the gamified applications, particularly as enjoyment and ease-of-use. To assess the determinants that influence the adoption of gamification in e-banking, we developed a research to propose a conceptual model that illustrates the adoption of gamified business applications by bank customers, in e-banking context. We conducted two quantitative studies (A and B) to understand how bank customers represent a gamified business software and its changes (or improvements) over time. Study A was performed in 2012 (N = 183), and study B in 2015 (N = 219). Online bank customers were invited to rate the importance of variables related to: socialness, ease-of-use, usefulness, enjoyment and intention to use e-banking systems with game features and social cues. The results show that ease-of-use and enjoyment are interrelated, and both have influence in e-banking usage. This study present theoretical ground of the conceptual model, and discuss two empirical studies, aiming to analyse the ease-of-use and enjoyment influence on bank customers. These findings will contribute directly to explain of adoption hedonic business software in e-banking.  相似文献   

11.
Methodological support for the design of non-speech user interface sounds for human–computer interaction is still fairly scarce. To meet this challenge, this paper presents a sound design case which, as a practical design solution for a wrist-computer physical training application, outlines a prosody-based method for designing non-speech user interface sounds. The principles used in the design are based on nonverbal communicative functions of prosody in speech acts, exemplifying an interpersonal approach to sonic interaction design. The stages of the design process are justified with a theoretical analysis and three empirical sub-studies, which comprise production and recognition tasks involving four communicative functions. The final evaluation study indicates that the resulting sounds of the design process successfully served these functions. In all, this study suggests that prosody-based sound design provides widely applicable means to attribute meaningful, interaction-derived qualities to non-speech sounds for interactive applications.  相似文献   

12.
User participation in the design process may be an axiom of quality design but in the design of interactive, innovative computer systems, user participation may be neither feasible nor desirable. Here, user centred methodologies miss the point. If computers are a medium rather than a tool, then we need a new design paradigm that recognizes the difference between using a product and experiencing a show. In this paper the role of users in interactive systems design within the context of Multimedia product development is discussed. The main features of Multimedia product development are outlined through reference to an empirical study of two organizations and the role of users in the design process is discussed. Finally a different design paradigm is suggested.  相似文献   

13.
Gamification offers one of the most promising solutions for information technology (IT) managers to innovate performance management systems. Yet, evidence on its benefits is limited, and IT managers are left without a clear guidance on why to implement it. To solve the problem, this article shows the benefits of gamification for overall job performance and the intermediating mechanisms through which it exercises its advantageous effects. It is theorized that employees’ engagement in gamification favorably alters their cognitions, transferring their effect onto employee attitudes and behaviors in the workplace. First, user engagement in gamification alters cognitions about the performance management system, making employees perceive justice, which, in turn, affects their satisfaction with the performance system. Second, user engagement in gamification alters cognitions about the job, influencing the perceptions of job stressors that affect job satisfaction. Third, user engagement in gamification alters cognitions about the organization, making employees perceive organizational support, which translates into higher organizational commitment. The improved cognitions then transfer their beneficial effect onto overall job performance as justice is found to exercise a mediating effect. The findings from 268 employees in a human resource service organization support the hypotheses and provide concrete evidence for the benefits of gamification in performance management.  相似文献   

14.
In this paper we want to explore Field as a concept and as a metaphor for understanding interactive systems. By interactive systems we mean both systems and artworks, where the user by interacting changes the course of events. We intend to show why we need new terms and why we consider Field to be a fruitful concept and term. Further we will show how the Field concept changes both our understanding of what we do as designers and composers and how we acknowledge our audience. We will exemplify the design consequences of the Field concept by going through some design considerations we made when designing the audio tactile installation Mufi.  相似文献   

15.
Engagement is important to the success of applications, systems and artefacts as diverse as robotics, pedagogy, games, interactive installations, and virtual reality applications. Yet engagement has proved to be remarkably difficult to define as it can take many forms, so many that it is difficult to isolate what these different instantiations have in common. Instead of pursuing an empirical perspective, the human side of engagement, namely, involvement is considered from a broadly Heideggerian perspective. As Heidegger has a deserved reputation for philosophical obscurity, all of the concepts adopted from his work are mapped onto the more familiar languages and vocabularies of psychology, human–computer interaction and cognitive science. It is argued that technology is engaging and our response to it is to be involved (with it). This resulting involvementengagement dyad is thus an explicitly holistic account recognising roles for affordance, purpose, identity, affect and embodiment.  相似文献   

16.
It is a fact beyond doubt that humans, irrespective of race, age or gender, love to play, games being considered a tool for enjoying oneself and relaxing, but also for one's mental and physical development. The present paper addresses the concept of gamification, tightly connected to games and playing. The first part of the paper makes an introduction to this concept, with an emphasis on how it could bring motivation in education and learning. Gamification is considered critically, with reference to some problems that could occur for applications using gamification for learning. The second part deals with the zero-cost implementation process of the Interactivia.ro platform, which uses gamification to develop general knowledge, showing how a playful social experience is doubled by educational usefulness. We developed a list of features required for a successful implementation using open source or freemium modules and we applied them to several modules identified on the market. The statistical analysis of the date resulting from the implementation revealed that gamification increases web traffic. We also highlighted how Interactivia.ro can alter the virtual gamified experience into one applied in real life through partnerships and discounts offered to its users. The final part of the paper presents the conclusions and the possible openings for improving the current business model.  相似文献   

17.

User participation in the design process may be an axiom of quality design but in the design of interactive, innovative computer systems, user participation may be neither feasible nor desirable. Here, user centred methodologies miss the point. If computers are a medium rather than a tool, then we need a new design paradigm that recognizes the difference between using a product and experiencing a show. In this paper the role of users in interactive systems design within the context of Multimedia product development is discussed. The main features of Multimedia product development are outlined through reference to an empirical study of two organizations and the role of users in the design process is discussed. Finally a different design paradigm is suggested.  相似文献   

18.
In this article, we explore a concept-driven approach to interaction design research with a specific focus on theoretical advancements. We introduce this approach as a complementary approach to more traditional, and well-known, user-centered interaction design approaches. A concept-driven approach aims at manifesting theoretical concepts in concrete designs. A good concept design is both conceptually and historically grounded, bearing signs of the intended theoretical considerations. In the area of human–computer interaction and interaction design research, this approach has been quite popular but not necessarily explicitly recognized and developed as a proper research methodology. In this article, we demonstrate how a concept-driven approach can coexist, and be integrated with, common user-centered approaches to interaction design through the development of a model that makes explicit the existing cycle of prototyping, theory development, and user studies. We also present a set of basic principles that could constitute a foundation for concept driven interaction research, and we have considered and described the methodological implications given these principles. For the field of interaction design research we find this as an important point of departure for taking the next step toward the construction and verification of theoretical constructs that can help inform and guide future design research projects on novel interaction technologies.  相似文献   

19.
The aim of this paper is to study the implementation of online games to encourage public participation in urban planning. Its theoretical foundations are based on previous work in public participatory geographical information systems (PP GISs), play and games, with a special focus on serious games. Serious games aim to support learning processes in a new, more playful way. We developed the concept of playful public participation in urban planning, including playful elements such as storytelling, walking and moving, sketching, drawing, and games. A group of students designed an online serious public participatory game entitled NextCampus. The case study used in NextCampus was taken from the real-world question of a possible move of a university campus to a new location in the city of Hamburg, Germany. The development of the serious public participatory game NextCampus resulted in a physical prototype, user interface design, and a computational model of the game. The NextCampus game was tested with the help of two groups of urban planning students and presented to three external experts who provided valuable recommendations for further development. The critical comments questioned the level of complexity involved in such games. The positive comments included recognition of the potential for joy and the playfulness a game like NextCampus could evoke.  相似文献   

20.
Many successful applications of computer vision to image or video manipulation are interactive by nature. However, parameters of such systems are often trained neglecting the user. Traditionally, interactive systems have been treated in the same manner as their fully automatic counterparts. Their performance is evaluated by computing the accuracy of their solutions under some fixed set of user interactions. In this paper, we study the problem of evaluating and learning interactive segmentation systems which are extensively used in the real world. The key questions in this context are how to measure (1) the effort associated with a user interaction, and (2) the quality of the segmentation result as perceived by the user. We conduct a user study to analyze user behavior and answer these questions. Using the insights obtained from these experiments, we propose a framework to evaluate and learn interactive segmentation systems which brings the user in the loop. The framework is based on the use of an active robot user??a simulated model of a human user. We show how this approach can be used to evaluate and learn parameters of state-of-the-art interactive segmentation systems. We also show how simulated user models can be integrated into the popular max-margin method for parameter learning and propose an algorithm to solve the resulting optimisation problem.  相似文献   

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