Gamification and Accessibility

M. Furini, S. Mirri, M. Montangero
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引用次数: 0

Abstract

Many different environments are looking at gamification to improve education, business, tourism, smart-cities management, etc. Despite its popularity, and despite the availability of many studies that propose approaches to transform a non-game activity into a game, a gamification strategy guideline is missing. Usually, the proposed methods are too general to be effective (e.g., simple rules, incentive mechanisms such as scores or vague prizes). In a society where algorithms personalize everything, and where people with different impairments (either technological or physical) are present, it is important to also understand peoples preferences in terms of games. In this paper, through a questionnaire filled by 22 people, we show that the game preferences (rules, mechanics, focus, motivations, and gaming environment) are assistive-technology dependent. These preferences can be used to customize the gamification process and therefore the study might be helpful to develop effective gamification strategies.
游戏化和易用性
许多不同的环境都在关注游戏化,以改善教育、商业、旅游、智能城市管理等。尽管游戏化很受欢迎,尽管有许多研究提出了将非游戏活动转变为游戏的方法,但游戏化战略指南却缺失了。通常,提议的方法过于笼统而无效(例如,简单的规则,奖励机制,如分数或模糊的奖励)。在一个算法将一切都个性化的社会中,存在着各种不同障碍的人(不管是技术上的还是身体上的),理解人们对游戏的偏好也很重要。在本文中,通过一份由22人填写的问卷,我们发现游戏偏好(游戏邦注:包括规则、机制、焦点、动机和游戏环境)是依赖于辅助技术的。这些偏好可以用来定制游戏化过程,因此这项研究可能有助于制定有效的游戏化策略。
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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