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Title:      STUDYING GAMIFICATION AS A TOOL FOR COLLECTING DATA
Author(s):      André Salomão, Bruno Dal Ponte Pavei da Silva, Júlio Monteiro Teixeira, Nicolas Canale Romeiro and Milton Luiz Horn Vieira
ISBN:      978-989-8704-38-2
Editors:      Piet Kommers, Inmaculada Arnedillo Sánchez and Pedro Isaías
Year:      2022
Edition:      Single
Keywords:      Design, Avatar, Game, Gamification.
First Page:      123
Last Page:      130
Language:      English
Cover:      cover          
Full Contents:      click to dowload Download
Paper Abstract:      It is already knowledge that games themselves are good at motivating their players, usually by focusing on three main cores, time, rewards, and pleasure. The core of gamification is the user, in the case of gamification, being treated like a player, therefore any system that the player interacts with, how to motivate they are consequently driving the result of said system. This research aimed to analyze the application of the concept of avatar gamification in a digital platform. For this, analyzes of the profile of different users of this platform were carried out to find out if it was possible to identify the psychological profile of everyone according to the concepts of Bartles (1996). The result found indicates that, although the platform allows customization and priority level of what the user can demonstrate on their profile page, the available elements made it possible to identify trends for only three player profiles on the platform.
   

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