以用户为中心的游戏化:如何设计、开发和评估

A. C. T. Klock, Isabela Gasparini, M. Pimenta
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引用次数: 1

摘要

游戏化是指在不以好玩为主要目的的情境中使用游戏元素,它被广泛应用于激励和吸引用户[5][11]。然而,由于每个用户都有不同的特征,在与这些游戏元素交互过程中的用户体验变得单一,它并不总是有预期的结果。许多研究指出,用户档案对游戏化效果的影响与游戏化应用的目的有关[1][2][4][3][6][7][9],但令人惊讶的是,很少有人探讨以用户为中心的游戏化的设计、开发和评估过程,以促进更好的用户体验,从而提高动机和参与度[8]。因此,本课程旨在涵盖游戏化的个人,功能,心理,时间,好玩,可实施和可评估属性,以使参与者能够设计,开发和评估以用户为中心的游戏化,同时允许游戏化结果的改进。为此,本课程所采用的方法论包括理论与实践两部分。在理论部分,将以与参与者互动的方式进行游戏化相关概念的阐述,然后举例说明。在第二部分,参与者将被邀请带来他们想要工作的场景示例,并将所呈现的概念付诸实践,以便公众可以参与并分享他们在设计以用户为中心的游戏化时的经验。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
User-centered gamification: how to design, develop and evaluate it
Gamification is the use of game elements in contexts which the main purpose is not playful and it has been widely applied in order to motivate and engage users [5][11]. However, since each user has different characteristics, the user experience during the interaction with these game elements becomes singular and it does not always have the expected outcome. Many studies point out the influence of users profile on the effectiveness of gamification in relation to the purpose of its application [1][2][4][3][6][7][9], but surprisingly little has been explored about the processes of design, development and evaluation of the user-centered gamification to promote a better user experience and, consequently, a greater motivation and engagement [8]. Thus, this course aims to cover personal, functional, psychological, temporal, playful, implementable and evaluative properties of gamification in order to enable the participants to design, develop and evaluate a user-centered gamification, while allowing the improvement of the gamification results. For this, the methodology to be employed by this course involves two parts: theoretical and practical. In the theoretical part, the exposition of concepts related to gamification will be carried out, followed by examples, in an interactive way with the participants. In the second part, participants will be invited to bring examples of scenarios that they would like to work on and the concepts presented will be put into practice so that the public can participate and share their experiences while designing the usercentered gamification.
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