2021
DOI: 10.3390/s21072556
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Qualitative Assessment of Effective Gamification Design Processes Using Motivators to Identify Game Mechanics

Abstract: This research focuses on the study and qualitative assessment of the relationships between motivators and game mechanics per the ratings of expert gamification consultants. By taking this approach, it is intended that during the design phase of a gamified system, decisions can be made about the design of the system based on the motivators of each of the profiles. These motivators can be determined from the information provided by the potential players themselves. The research presented starts from a previous a… Show more

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Cited by 12 publications
(11 citation statements)
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References 53 publications
(49 reference statements)
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“…The purpose of the research was to obtain an in-depth understanding of users’ perceptions and to obtain better precision in the description. A large sample size may lead to a repetition of information [ 56 ]. On the other hand, users’ actions have fundamental relevance for the study.…”
Section: Methodsmentioning
confidence: 99%
See 1 more Smart Citation
“…The purpose of the research was to obtain an in-depth understanding of users’ perceptions and to obtain better precision in the description. A large sample size may lead to a repetition of information [ 56 ]. On the other hand, users’ actions have fundamental relevance for the study.…”
Section: Methodsmentioning
confidence: 99%
“…By training in a virtual environment, users already knew the better action to take in a real hazard environment. However, for the success of a gamified proposal, it is necessary to use a range of variables, such as technological requirements and the design itself [ 46 , 55 , 56 ], which depends on the dynamic to be gamified, the context or device to be used, and the user´s profile.…”
Section: Related Workmentioning
confidence: 99%
“…The aim of qualitative research is to understand people's perceptions in depth and to develop a detailed description [ 69 ]. Therefore, a larger sample size may lead to a repetition of information [ 75 ].…”
Section: Case Presentationmentioning
confidence: 99%
“…En relación con la eficiencia de las estrategias de gamificación para mejorar la participación de los estudiantes, investigaciones realizadas en el Politécnico Muadzam Shah Pahang, revela que los estudiantes responden positivamente hacia la gamificación, a partir de aspectos relacionados con la facilidad y utilidad de la plataforma. Esto es corroborado por Villegas et al, (2021), quien concluye que existe una predisposición favorable de los estudiantes para el desarrollo de experiencias innovadoras utilizando la gamificación. Uno de sus grandes aportes se relaciona con factores como la motivación, el interés y la participación en el proceso de enseñanza-aprendizaje.…”
Section: íNdice De Facilidadunclassified
“…Sin embargo, estos comportamientos dependerán también como lo afirma Krath et al, (2021), la mecánica de la gamificación permite a los usuarios perseguir objetivos individuales y elegir entre diferentes caminos de progreso, mientras que se adapta a las complejidades y habilidades del usuario. Por lo que comprender el estímulo y emociones reales de los jugadores permite la creación de un sistema más eficaz dado que diferentes tipos de perfiles utilizan un entorno gamificado e interactúan en formas significativamente diferentes (Villegas et al, 2021).…”
Section: íNdice De Facilidadunclassified