Let's All Play Together

Demos Parapanos, E. Michopoulou
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引用次数: 0

Abstract

Gamification is recognized as the next big thing in marketing by using game design elements in a non-game context. Producing desirable experiences and motivating users to remain engaged in an activity is one of the strengths of gamification. The introduction of digital social networks has become the biggest change regarding digital technology, also leading to the evolution and popularity of gamification. Although it is possible to design games, serious games, or gamified systems without knowing who the target users are, it is more likely to create a more engaging experience when these users are identified first. Taking this into consideration, this chapter will look to identify and present the motivations of individuals when using gamification systems. Identifying the motivations behind gamification usage and acknowledging the interaction between them will help organizations understand their audience and create more engaging experiences.
让我们一起玩
通过在非游戏环境中使用游戏设计元素,游戏化被认为是营销领域的下一件大事。创造令人满意的体验并激励用户继续参与一项活动是游戏化的优势之一。数字社交网络的引入已经成为数字技术的最大变化,也导致了游戏化的演变和普及。虽然在不知道目标用户是谁的情况下设计游戏、严肃游戏或游戏化系统是有可能的,但如果先确定这些用户,就更有可能创造出更具吸引力的体验。考虑到这一点,本章将探讨并呈现个人在使用游戏化系统时的动机。确定游戏化使用背后的动机并承认它们之间的互动将有助于组织了解他们的用户并创造更具吸引力的体验。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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