2013
DOI: 10.1089/cyber.2012.0492
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Designing Attractive Gamification Features for Collaborative Storytelling Websites

Abstract: Gamification design is considered as the predictor of collaborative storytelling websites' success. Although aforementioned studies have mentioned a broad range of factors that may influence gamification, they neither depicted the actual design features nor relative attractiveness among them. This study aims to identify attractive gamification features for collaborative storytelling websites. We first constructed a hierarchical system structure of gamification design of collaborative storytelling websites and … Show more

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Cited by 72 publications
(39 citation statements)
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“…Hsu, Chang & Lee [13] defined gamification as the incorporation of game mechanics into nongame settings, which aims to increase users' engagement of the product or service and facility certain behaviours. According with Attali & Arieli-Attali [14] gamification relies on the argument that many traditional activities (including schools' activities and traditional learning) are not inherently interesting, that games, especially computergames, are "fun", and therefore introducing game-like features into these otherwise dull activities would make them more attractive [15].…”
Section: Gaming Mechanics and Features Involved In E-assessmentmentioning
confidence: 99%
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“…Hsu, Chang & Lee [13] defined gamification as the incorporation of game mechanics into nongame settings, which aims to increase users' engagement of the product or service and facility certain behaviours. According with Attali & Arieli-Attali [14] gamification relies on the argument that many traditional activities (including schools' activities and traditional learning) are not inherently interesting, that games, especially computergames, are "fun", and therefore introducing game-like features into these otherwise dull activities would make them more attractive [15].…”
Section: Gaming Mechanics and Features Involved In E-assessmentmentioning
confidence: 99%
“…Hsu, Chang & Lee [13] attempt to construct a model, which try to represent a systematic structure of the gamification design and the mechanics to consider in it. They consider that all gamification factors can be dividing into three main components: achievement, interpersonal relationship and role-playing.…”
Section: Gaming Mechanics and Features Involved In E-assessmentmentioning
confidence: 99%
See 1 more Smart Citation
“…Recientemente, la gamificación es ampliamente utilizada para el aumento de la interacción y la participación de los usuarios en diversos ámbitos, como negocios y la comercialización, la salud y el bienestar, la educación y la formación, capacitación empresarial y profesional, la política pública y el gobierno [Hsu, Chang, & Lee, 2013]. En el ámbito de la creación de libros abiertos de forma colaborativa, se busca que por medio de elementos de la gamificación se logre que las personas se involucren, motiven, concentren y se esfuercen en participar en actividades que antes se podrían clasificar de aburridas y que con la gamificación pueden convertirse en creativas e innovadoras [Sandí & Ramírez, 2013].…”
Section: Introductionunclassified
“…In the new, gamified version of the review, rather than being presented as a linear progression, the questions were divided into five thematic clusters of roughly six questions each for a total of 34 possible quests. Students, who in this instance additionally serve as players, were able to determine their own progression path, rather than be influenced by the linearity of a traditional assignment; students could begin and end where they chose.One of the most distinguishing features of educational gamification practices is the provision of intangible rewards (Hsu, Chang, & Lee, 2013). Often, these rewards take the form of valueless, collectible encouragements such as badges, points, or levels of achievement.…”
mentioning
confidence: 99%