2016
DOI: 10.1016/j.chb.2016.07.045
|View full text |Cite
|
Sign up to set email alerts
|

The design of a hybrid cultural model for Arabic gamified systems

Abstract: The growing popularity of gamification in the global environment increases the importance of balancing factors that affect user engagement, satisfaction and acceptability in different cultures. While the main motivation behind gamifying software systems is to improve user engagement, an adverse effect might happen if the design and functionality did not consider users' cultural requirements. This paper presents a hybrid cultural design model for localising Arabic systems that takes into consideration the visua… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
1
1
1

Citation Types

0
14
0

Year Published

2017
2017
2022
2022

Publication Types

Select...
4
3
1

Relationship

1
7

Authors

Journals

citations
Cited by 12 publications
(14 citation statements)
references
References 24 publications
0
14
0
Order By: Relevance
“…Therefore, the language element is categorized with typography element. In addition, language can be recognized easily, directly accessible and less defined in cultural context [38] [51]. Table I also shows the frequency of use for interface elements in previous studies.…”
Section: A Cultural Markers Of Interface Designmentioning
confidence: 99%
See 1 more Smart Citation
“…Therefore, the language element is categorized with typography element. In addition, language can be recognized easily, directly accessible and less defined in cultural context [38] [51]. Table I also shows the frequency of use for interface elements in previous studies.…”
Section: A Cultural Markers Of Interface Designmentioning
confidence: 99%
“…Table I show frequently used elements of interface design in past researches. [38] [56]. Past researchers classify font types and writing direction as part of the language, which is also typography features, including size and textual distance [51] [56].…”
Section: A Cultural Markers Of Interface Designmentioning
confidence: 99%
“…Based on this perspective, any gamified content that does not present men in a patriarchal manner may not bode well with female students who do not expect to be seen at the same level as their male counterparts. They may feel highly demotivated and their academic performance may start to deteriorate [9].…”
Section: The Cultural Parameter Of Gamification In Higher Learning Inmentioning
confidence: 99%
“…It is important for lecturers to ensure that all the metaphors included in a gamified course convey the intended information based on the culture associated with the students in the targeted higher learning institutions. Any metaphors that possess a negative meaning to a certain culture do not draw any motivation from the students during the learning process because they would feel that the professor did not consider them during the preparation process [9]. For instance, unlike in the West, metaphors in the Arabic countries are confined in the traditional poetry.…”
Section: The Problem With Metaphors Words and Symbolsmentioning
confidence: 99%
“…This approach also requires the students to understand situation depicted by learning materials deductively. Reviews delivered by the teachers after giving each material should be solved on each aspect to strengthen their understanding about such material (Alomar, Wanick, & Wills, 2016;Chaibi, Naili, & Sammoud, 2014;Dajani, 2015). At the beginning, on the sidelines, or at the end of each meeting, Arabic teacher, which is simultaneously being motivator for his/her students to understand that Arabic language is important for them now and in the future and learning Arabic language is not difficult when they are paying great attention to it and doing practices seriously and intensively.…”
Section: Nazhariyah Al-wihdah: An Approach In Arabic Learnmentioning
confidence: 99%