{"title":"基于游戏元素和前沿技术,设计支持社交媒体应用的游戏化框架","authors":"Meyhart Bangkit Sitorus, R. Ferdiana, T. B. Adji","doi":"10.1109/ICECOS.2017.8167118","DOIUrl":null,"url":null,"abstract":"Gamification is widely applied in various fields, such as business, marketing, education and social media. Gamification is predicted to be used by many companies. Therefore, gamification is still being developed. Nowadays, social media application also growing rapidly and make a new social media application must have new methods to penetrate the global market. This research is assembled from various literature about game elements used in gamification products and it is discovered that there are twenty-five game elements that can be used in a gamification product. The research also describe some cutting-edge technologies are used to improve the benefits of gamification products and affect the habit of the users. This research aims to describe game elements and technologies that can be applied in gamification products. Based on the research, a simple and generic gamification framework is designed to support gamification in social media applications by considering three different perspectives, the developer, the user and the beneficiaries.","PeriodicalId":6528,"journal":{"name":"2017 International Conference on Electrical Engineering and Computer Science (ICECOS)","volume":"1 1","pages":"125-130"},"PeriodicalIF":0.0000,"publicationDate":"2017-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"2","resultStr":"{\"title\":\"Designing gamification framework to support social media application based on game elements and cutting-edge technology\",\"authors\":\"Meyhart Bangkit Sitorus, R. Ferdiana, T. B. Adji\",\"doi\":\"10.1109/ICECOS.2017.8167118\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Gamification is widely applied in various fields, such as business, marketing, education and social media. Gamification is predicted to be used by many companies. Therefore, gamification is still being developed. Nowadays, social media application also growing rapidly and make a new social media application must have new methods to penetrate the global market. This research is assembled from various literature about game elements used in gamification products and it is discovered that there are twenty-five game elements that can be used in a gamification product. The research also describe some cutting-edge technologies are used to improve the benefits of gamification products and affect the habit of the users. This research aims to describe game elements and technologies that can be applied in gamification products. Based on the research, a simple and generic gamification framework is designed to support gamification in social media applications by considering three different perspectives, the developer, the user and the beneficiaries.\",\"PeriodicalId\":6528,\"journal\":{\"name\":\"2017 International Conference on Electrical Engineering and Computer Science (ICECOS)\",\"volume\":\"1 1\",\"pages\":\"125-130\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2017-08-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"2\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2017 International Conference on Electrical Engineering and Computer Science (ICECOS)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/ICECOS.2017.8167118\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2017 International Conference on Electrical Engineering and Computer Science (ICECOS)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/ICECOS.2017.8167118","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Designing gamification framework to support social media application based on game elements and cutting-edge technology
Gamification is widely applied in various fields, such as business, marketing, education and social media. Gamification is predicted to be used by many companies. Therefore, gamification is still being developed. Nowadays, social media application also growing rapidly and make a new social media application must have new methods to penetrate the global market. This research is assembled from various literature about game elements used in gamification products and it is discovered that there are twenty-five game elements that can be used in a gamification product. The research also describe some cutting-edge technologies are used to improve the benefits of gamification products and affect the habit of the users. This research aims to describe game elements and technologies that can be applied in gamification products. Based on the research, a simple and generic gamification framework is designed to support gamification in social media applications by considering three different perspectives, the developer, the user and the beneficiaries.