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Gamification aware: users perception about game elements on non-game context

Published: 08 October 2013 Publication History

Abstract

Many applications such as Foursquase, Stackoverflow and Livemocha are using gamification to try keep users motivated to perform tasks that require the users collaboration and to increase data collection from users feedback. The term gamification refers to the use of game elements on systems and researchers from human-computer interaction (HCI) area have recently started studies to explore its effects on user experiences. In this paper we report the results from a survey performed with 368 participants about the use of gamification, their motivation and perception about it. The results show that users are not aware from some game elements and they have distinct motivation and knowledge about gamification.

References

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Alves, F. P., Maciel, C., and Anacleto, J. C. Investigando a percepcão dos usuários sobre os mecanismos de gamificação da rede social foursquare. In Companion Proceedings of the 11th Brazilian Symposium on Human Factors in Computing Systems, IHC '12, Brazilian Computer Society (Porto Alegre, RS, Brazil, 2012), 31--32.
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Antin, J., and Churchill, E. Badges in social media: A social psychological perspective. Human Factors (2011), 1--4.
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Deci, E. L., and M., R. R. Self-Determination Theory: A Macrotheory of Human Motivation, Development, and Health. Canadian Psychology 49, 10 (2008), 182--185.
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Denny, P. The effect of virtual achievements on student engagement. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, CHI '13, ACM (New York, NY, USA, 2013), 763--772.
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Deterding, S., Khaled, R., Nacke, L., and Dixon, D. Gamification: Toward a definition. In CHI 2011 Gamification Workshop Proceedings (Vancouver, BC, Canada, 2011).
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Segaran, T. Programming Collective Intelligence: Building Smart Web 2.0 Applications. Oreilly Series. O'Reilly Media, Incorporated, 2007.
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Werbach, K., and Hunter, D. For the Win: How Game Thinking Can Revolutionize Your Business. Wharton Digital Press, 2012.

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    Published In

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    IHC '13: Proceedings of the 12th Brazilian Symposium on Human Factors in Computing Systems
    October 2013
    371 pages
    ISBN:9788576692782

    Sponsors

    • SBC: Brazilian Computer Society
    • UFAM: Federal University Of Amazonas
    • PUC-Rio

    In-Cooperation

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    Brazilian Computer Society

    Porto Alegre, Brazil

    Publication History

    Published: 08 October 2013

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    Author Tags

    1. gamification
    2. interaction
    3. social network

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    IHC '13
    Sponsor:
    • SBC
    • UFAM

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    Overall Acceptance Rate 331 of 973 submissions, 34%

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