{"title":"Lean Gamification Canvas : A New Tool for Innovative Gamification Design Process","authors":"B. Yousefi, Hana Mirkhezri","doi":"10.1109/ISGS51981.2020.9375297","DOIUrl":null,"url":null,"abstract":"In the contemporary circumstances where possessing a good and unique idea is not enough to start a successful business, it seems that how to perform and apprehend the idea itself is of great importance; The business model should support the designers/stakeholders to produce accurate information/knowledge about their users to be applied into their business model. The process of designing gamified systems/environment/services is no exception to the mentioned rule that paying attention to the needs of the users can improve the effectiveness of the gamified experience. Emphasizing the need of a user-oriented approach in the gamification process, the present article tries to selectively review the literature on the subject by conducting the interdisciplinary studies [business model and gamification], and in the next step, with the help of an analytical-descriptive approach in the process of the commercialization of gamification, we have introduced a model inspired by “Gamification 3.0”, “Lean Canvas” and focussing on the “Gamification Structure MDE”, entitled “Lean Gamification Canvas” to offer an effective way to accommodate user-related “deep knowledge” and eventually provide the “gamifiers” [gamification designers] with the sufficient knowledge to streamline their design process to increase gamified synergistic engagement and the successful commercialization of gamify-able ideas.","PeriodicalId":269583,"journal":{"name":"2020 International Serious Games Symposium (ISGS)","volume":"20 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2020-12-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"3","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2020 International Serious Games Symposium (ISGS)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/ISGS51981.2020.9375297","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 3
Abstract
In the contemporary circumstances where possessing a good and unique idea is not enough to start a successful business, it seems that how to perform and apprehend the idea itself is of great importance; The business model should support the designers/stakeholders to produce accurate information/knowledge about their users to be applied into their business model. The process of designing gamified systems/environment/services is no exception to the mentioned rule that paying attention to the needs of the users can improve the effectiveness of the gamified experience. Emphasizing the need of a user-oriented approach in the gamification process, the present article tries to selectively review the literature on the subject by conducting the interdisciplinary studies [business model and gamification], and in the next step, with the help of an analytical-descriptive approach in the process of the commercialization of gamification, we have introduced a model inspired by “Gamification 3.0”, “Lean Canvas” and focussing on the “Gamification Structure MDE”, entitled “Lean Gamification Canvas” to offer an effective way to accommodate user-related “deep knowledge” and eventually provide the “gamifiers” [gamification designers] with the sufficient knowledge to streamline their design process to increase gamified synergistic engagement and the successful commercialization of gamify-able ideas.