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Analysis and application of gamification

Published: 03 October 2012 Publication History

Abstract

In this paper we present a method for analysis and application of gamification as a tool to assist the participation and motivation of people in carrying out various tasks and activities. We analyze what are the psychological and social motivations of human beings, and how game mechanics can help when it comes to satisfy these needs. Likewise, it is proposed a method for analyzing the effectiveness of gamification based on a quality service model and the metrics associated with the properties of the playability as a measure of fun induced by the process of gamification.

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    cover image ACM Other conferences
    INTERACCION '12: Proceedings of the 13th International Conference on Interacción Persona-Ordenador
    October 2012
    193 pages
    ISBN:9781450313148
    DOI:10.1145/2379636

    Sponsors

    • KAU: King Abdulaziz University, Saudi Arabia
    • UCLM: University of Castilla-La Mancha

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    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 03 October 2012

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    Author Tags

    1. analysis
    2. gamification
    3. mechanics
    4. methodology
    5. motivation

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    • KAU
    • UCLM

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    Overall Acceptance Rate 109 of 163 submissions, 67%

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    • (2024)Comparing the Impact of Non-Gamified and Gamified Virtual Reality in Digital Twin Virtual Museum Environments: A Case Study of Wieng Yong House Museum, ThailandHeritage10.3390/heritage70400897:4(1870-1892)Online publication date: 24-Mar-2024
    • (2024)Gamification of Motor Imagery Brain-Computer Interface Training Protocols: a systematic reviewComputers in Human Behavior Reports10.1016/j.chbr.2024.100508(100508)Online publication date: Oct-2024
    • (2024)Promoting sustainable behaviors through mobile apps: SBAM design guidelinesMultimedia Tools and Applications10.1007/s11042-024-18299-583:30(74021-74052)Online publication date: 14-Feb-2024
    • (2024)Integration of a social robot and gamification in adult learning and effects on motivation, engagement and performanceAI & Society10.1007/s00146-022-01514-y39:1(369-388)Online publication date: 1-Feb-2024
    • (2024)Evaluating Incentive Based 3D Virtual Training for Nasopharyngeal Swab ProficiencyDigital Human Modeling and Applications in Health, Safety, Ergonomics and Risk Management10.1007/978-3-031-61066-0_19(313-325)Online publication date: 1-Jun-2024
    • (2024)A Gamified Approach on Inducing Energy Conservation BehaviorCross-Cultural Design10.1007/978-3-031-60898-8_10(147-160)Online publication date: 1-Jun-2024
    • (2024)Learning to Build a Doric Temple: The Augmentation of Knowledge Through AR GamificationAugmented Reality Games II10.1007/978-3-031-54475-0_5(93-115)Online publication date: 8-May-2024
    • (2024)GamificationEncyclopedia of Computer Graphics and Games10.1007/978-3-031-23161-2_219(806-808)Online publication date: 5-Jan-2024
    • (2023)Explorando la conexión emocional con la geometría: Un Análisis de la experiencia gamificada en estudiantes de grado 11° de tres instituciones educativas en ChigorodóLATAM Revista Latinoamericana de Ciencias Sociales y Humanidades10.56712/latam.v4i2.10254:2Online publication date: 23-Aug-2023
    • (2023)Empirical Study on Gamification Effect on Brand EngagementJournal of Organizational Behavior Research10.51847/sAorvxedSs8:1(297-318)Online publication date: 2023
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