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An Empirical Study of Gamification Frameworks
Journal of Organizational and End User Computing ( IF 6.5 ) Pub Date : 2019-01-01 , DOI: 10.4018/joeuc.2019010102
Patrick Buckley 1 , Seamus Noonan 1 , Conor Geary 1 , Thomas Mackessy 1 , Eoghan Nagle 1
Affiliation  

Gamificationisarelativelynovelconceptwhichisattractinginterestfromacademicsandpractitioners asamethodofmediatingindividualbehaviour.Itisincreasinglybeingusedinawiderangeofsocial andbusinesscontextsacrossarangeofdiverseactivitiessuchaseducation,healthcareandpersonal productivity.Inthisarticle,thecomponentsusedtoimplementgamificationarecatalogued.Using astandardisedrubric,asampleofgamifiedactivitiesisstudiedtomeasuretheprevalenceofthe variouscomponentsusedtoimplementgamification.Thisresearchprovidesanempiricallyvalidated catalogueofspecificcomponentsusedtoimplementgamification,whichcanservetoguidethework ofacademicsandpractitioners.Itdemonstratesvarianceintheuseofthedifferenttypesofcomponent, indicatingthattheutilityofgamificationcomponentsmaydiffer.Finally,bycontrastingtheutilization ofcomponentsintheindividualandgroupcontexts,thisresearchidentifiesthecontextualsensitivity ofgamification. KEywORdS Components Of Gamification, Gamification Components, Gamification Contexts, Gamification, Gamified Activities

中文翻译:

游戏化框架的实证研究

指出游戏组件的效用可能有所不同。最后,通过对比个体和小组环境下组件的利用,本研究识别游戏化的上下文敏感性。游戏化的主要组成部分,游戏化组成部分,游戏化上下文,游戏化,游戏化活动
更新日期:2019-01-01
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