Gamification in Open Design: Supporting the Choice of Context-Appropriate Gamification Elements

Emerson André Fedechen, D. Junior, Roberto Pereira
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引用次数: 1

Abstract

Context: Open Design proposes a model of collaborative and voluntary work with full and free access to information, to the construction process and to the product resulting from the work. Open Design projects are dependent on the engagement of their participants, needing approaches that support engagement. Gamification uses game elements to induce positive behavior in people promoting motivation and engagement in specific tasks. Problem: However, due to the complexity of Open Design, it is not trivial to identify which gamification elements and strategies can be successfully used to engage people. The use of gamification without observing the relationship between the elements of gamification and the Open Design context can bring unwanted results in relation to the goals of gamification. Methodology: In this article, we present the cataloging of 105 gamification elements identified in the literature and a process to support gamification in Open Design. Theory of IS: The process and catalog were built taking into account the Self Determination Theory and the 5W2H conceptual framework that supports the gamification design. The Process and Catalog were experimented in a case study with 11 participants and evaluated with a questionnaire based on the Technology Acceptance Model. Summary of Results: The results of the case study indicated the feasibility and acceptance of the catalog and process by the participants, and revealed points for improvement, especially in terms of ease of use. Contributions and Impact in the IS area: The Process and the Catalog are promising in supporting the planning of gamification in Open Design, especially in providing designers with tools to understand the context to be gamified and to select suitable gamification strategies and elements.
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开放设计中的游戏化:支持选择适合情境的游戏化元素
背景:开放式设计提出了一种协作和自愿工作的模式,可以充分自由地获取信息、施工过程和工作成果。开放设计项目依赖于参与者的参与,需要支持参与的方法。游戏化利用游戏元素诱导人们做出积极的行为,促进人们对特定任务的积极性和参与度。问题:然而,由于开放设计的复杂性,确定哪些游戏化元素和策略可以成功地用于吸引人们并非易事。在使用游戏化的时候,如果没有观察到游戏化元素与开放设计环境之间的关系,可能会导致与游戏化目标相关的不良结果。方法:在这篇文章中,我们提出了105个游戏化元素的编目,并在文献中确定了一个支持开放设计中游戏化的过程。IS理论:过程和目录的建立考虑到自我决定理论和5W2H概念框架,支持游戏化设计。过程和目录在11个参与者的案例研究中进行了实验,并使用基于技术接受模型的问卷进行了评估。结果总结:案例研究的结果表明了参与者对目录和流程的可行性和接受程度,并揭示了改进的地方,特别是在易用性方面。在信息系统领域的贡献和影响:过程和目录在支持开放设计中的游戏化规划方面很有希望,特别是在为设计师提供理解游戏化背景和选择合适的游戏化策略和元素的工具方面。
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