CHI '13 Extended Abstracts on Human Factors in Computing Systems 2013
DOI: 10.1145/2468356.2479662
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Designing gamification

Abstract: In recent years, gamification -the use of game design elements in non-game contexts -has seen rapid adoption in the software industry, as well as a growing body of research on its uses and effects. However, little is known about the effective design of such gameful systems, including whether their evaluation requires special approaches. This workshop therefore convenes researchers and industry practitioners to identify current practices, challenges, and open research questions in the design of gameful systems.

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Cited by 194 publications
(66 citation statements)
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References 12 publications
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“…In the field of game studies scholars have explored game playing experiences (Azadvar & Dalqvist, 2020;Bianchi-Berthouze et al, 2007;Deterding, 2011;Deterding et al, 2013;De Schutter, 2010;De Schutter & Brown, 2015;Ermi & Mäyrä, 2005;Marston, 2013a;Marston et al, 2016;Nacke & Lindley, 2008;Nacke & Lindley, 2009;Payne et al, 2011;Voida & Greenberg, 2012;Whitelock et al, 2014) to understand how players engage with videogames. Generally speaking game playing experiences vary based on the respective game genre(s) been played (De Schutter & Brown, 2015;Marston, 2013a;Marston et al, 2016;Nacke & Lindley, 2008;Nacke & Lindley, 2009;Voida & Greenberg, 2012;Whitelock et al, 2014).…”
Section: Amendments From Versionmentioning
confidence: 99%
“…In the field of game studies scholars have explored game playing experiences (Azadvar & Dalqvist, 2020;Bianchi-Berthouze et al, 2007;Deterding, 2011;Deterding et al, 2013;De Schutter, 2010;De Schutter & Brown, 2015;Ermi & Mäyrä, 2005;Marston, 2013a;Marston et al, 2016;Nacke & Lindley, 2008;Nacke & Lindley, 2009;Payne et al, 2011;Voida & Greenberg, 2012;Whitelock et al, 2014) to understand how players engage with videogames. Generally speaking game playing experiences vary based on the respective game genre(s) been played (De Schutter & Brown, 2015;Marston, 2013a;Marston et al, 2016;Nacke & Lindley, 2008;Nacke & Lindley, 2009;Voida & Greenberg, 2012;Whitelock et al, 2014).…”
Section: Amendments From Versionmentioning
confidence: 99%
“…The proposed evaluation of student answers is based on OCL and is suitable for teaching and evaluating the syntax of the UML diagrams, but does not cover the diagram semantics part and does not analyze the process of applying the UML diagrams in software development. Based on the definition of gamification by Deterding et al , our proposed course leans closer to the gamification field, while Cosentino et al methodology is oriented towards the field of serious games.…”
Section: Related Workmentioning
confidence: 99%
“…Our research aims to answer the call for additional research by human-computer interaction (HCI) researchers who have stressed the need for academics and practitioners to consider features and functions of gamification technologies vis-à-vis user experience processes that drive engagement at cognitive and affective levels (Deterding et al, 2013, Nicholson, 2012. Current industry literature on this subject usually only offers advice for adding gamification as a bolt-on application or service for existing business processes (Ferrara, 2012;Zichermann & Cunningham, 2011).…”
Section: Resultsmentioning
confidence: 99%
“…Attention has been drawn to factors -such as business objectives, employee motivations, and user experience -that constitute key determinants in the effective adoption of enterprise gamification programs. However, owing to the novel nature of gamification and its emergent corporate use cases, there is a general dearth of academic and industry literature explaining these issues (Deterding et al, 2013;Hamari et al, 2014).…”
Section: Towards a Descriptive Framework For Meaningful Enterprise Gamentioning
confidence: 99%