A Practical View of Gamifying Information Systems for the Future

I. Jedel, Adam Palmquist, D. Gillberg
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引用次数: 1

Abstract

Gamification’s role to support usability and innovation in the manufacturing industry is in its infancy. The present study displays a multi-cited ethnographical approach of a design science research project conducted between a start-up gamification firm and a manufacturing company. The case shows how different gamification design methods are used when gamifying a novel human modelling system. Furthermore, the interference from method to the design is presented and compared with conceptual views of gamification design. The findings show the need for early technical due diligence in collaborations between newer and older firms as well as the need for more comprehensive gamification frameworks to support industry design of gamification in different contexts.
未来游戏化信息系统的实用观点
游戏化在制造业中支持可用性和创新的作用尚处于起步阶段。本研究展示了一项设计科学研究项目的多引用民族志方法,该项目在一家初创游戏化公司和一家制造公司之间进行。该案例展示了不同的游戏化设计方法是如何在游戏化一个新的人体建模系统时使用的。在此基础上,提出了从方法到设计的干扰,并与游戏化设计的概念观点进行了比较。研究结果表明,需要在新老公司之间的合作中进行早期技术尽职调查,以及需要更全面的游戏化框架来支持不同背景下的游戏化行业设计。
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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