Title:
|
REDEFINING GAMIFICATION |
Author(s):
|
Cathie Marache-Francisco, Eric Brangier |
ISBN:
|
978-972-8939-75-5 |
Editors:
|
Katherine Blashki |
Year:
|
2012 |
Edition:
|
Single |
Keywords:
|
Ergonomics, User Experience, Gamification, Persuasive Technology, Emotional Design, Motivation. |
Type:
|
Short Paper |
First Page:
|
227 |
Last Page:
|
231 |
Language:
|
English |
Cover:
|
|
Full Contents:
|
click to dowload
|
Paper Abstract:
|
Gamification is a new term describing the will to look for elements from the game world that can motivate and engage users in non-gaming contexts. Albeit not new, this concept is very popular nowadays as it envisions more productive workplaces filled with employees that would be loyal to their companies. It appears in a fast changing technological context where the interaction become fancier and fancierÂ… in the private area only, hence the need for a new design in more serious contexts. We first try to define what we mean by gamification, what and how that field of practice is supposed to solve and its implication when applied to workplaces. Then, we analyze current gamification conception and try to identify its underlying concepts. We conclude that gamification reflects a will to create persuasive technology aiming at reversing the meaning of work, turning it into a self-fulfillment source without notions of conflict or alienation. However, we suggest that it could be a valuable contribution if done well, and that we can enrich the persuasive technology and emotional design fields with game design patterns. Thus, providing the designers with a concrete design tool that would guide them by taking into account their goal and context of use and specifying every potential side-effect. |
|
|
|
|