2017
DOI: 10.4108/eai.4-9-2017.153055
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Exploring avatar roles for motivational effects in gameful environments

Abstract: This paper explores avatar roles and design principles in helping to develop motivation in game environments. Different avatar applications could influence the experience of players in at least three ways: as a customisation tool, game strategy, and personal identification. These possible influences could be enhanced by the application of avatar design for motivational purposes, reflected through the integration between game design elements and the avatar implementation. This paper aims to situate avatar desig… Show more

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Cited by 10 publications
(8 citation statements)
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“…A study by Mohd Tuah [29] modelled the motivational design of avatar based on its role in gameplay. The roles are inclusive of a player's profile identification or in-game character.…”
Section: B Component Identificationmentioning
confidence: 99%
“…A study by Mohd Tuah [29] modelled the motivational design of avatar based on its role in gameplay. The roles are inclusive of a player's profile identification or in-game character.…”
Section: B Component Identificationmentioning
confidence: 99%
“…For instance, applying avatar gamification could bring more fun in the learning process [5], [19]. An avatar is perceived as a user's presentation that involved personalisation or customization of a game element in gamification [5], [11], [18], [19]. Implementing avatar gamification offers a more stimulating environment, which will indirectly motivate the users to engage and use the application [11], [18], [19].…”
Section: Background Researchmentioning
confidence: 99%
“…An avatar is perceived as a user's presentation that involved personalisation or customization of a game element in gamification [5], [11], [18], [19]. Implementing avatar gamification offers a more stimulating environment, which will indirectly motivate the users to engage and use the application [11], [18], [19]. An avatar in a gamified application may influence the way people play and perceive themselves in the gameplay [2], [3], [5].…”
Section: Background Researchmentioning
confidence: 99%
“…First impressions of a new character have been shown to be persistent even if impressions are contradicted or more nuanced information are revealed (Haake and Gulz, 2008). Visual attributes help game designers to communicate elements of a game's theme, story, and challenge, and steer player behavior (Baranowski et al, 2008;Schell, 2008;Przybylski et al, 2010;Bakkes et al, 2012;Mohd Tuah et al, 2017). For example, the slanting eyebrows of the Goombas in Super Mario Bros. Nintendo 1983 help convey to the player that they are not happy, and that the player should get out of the way.…”
Section: Introductionmentioning
confidence: 99%