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All Work and All Play? A Framework to Design Game- based Information Systems
2021
AIS Transactions on Human-Computer Interaction
Game-based information systems' design must align with an organization's need or problem and users' motives. ...
We also create a game-based system design diagram (GSDD) and process in the spirit of UML diagrams for designers to communicate game-based information system designs. ...
In a serious game context, Winn (2008) adapted MDA in the design, play, experience (DPE) framework in which design incorporates mechanics, play is a function of dynamics, and experience is associated ...
doi:10.17705/1thci.00151
fatcat:k2sdasqqbnd3lipoqdnxni6wbq
CLEVER
2016
Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts - CHI PLAY Companion '16
We developed a gamified learning component of an enterprise KMS to help foster this process of collaborative and participatory learning. ...
enterprise KMS. ...
We would like to thank NSERC (RGPIN-418622-2012) and SSHRC (895-2011-1014, IMMERSe) for funding this work. ...
doi:10.1145/2968120.2987745
fatcat:jcm62vgdgzh2vjndzzzp4nllwm
Personalized Gamification: A Model for Play Data Profiling
2017
International Conference on Entertainment and Media in the Ubiquitous Era
subsequent user experience and outcome. ...
Implications and future work are discussed. ...
This type of game component would ensure an optimal user experience and outcome. ...
dblp:conf/mindtrek/RajanenR17
fatcat:jrqb5qj46zfqdbnp3ph5e7yfky
CLEVER
2016
Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts - CHI PLAY Companion '16
It can be played by employees in the same organization to foster collaborative knowledge exchange and learning. ...
The problem with many enterprise KM systems is that they are complex and hardly used, because workers lack motivation to engage in a collaborative process of knowledge sharing and learning. ...
We would like to thank NSERC (RGPIN-418622-2012) and SSHRC (895-2011-1014, IMMERSe) for funding this work. ...
doi:10.1145/2968120.2971805
fatcat:oev34vjltzbovif27hzaghrzwu
Collaborative Decision-Making Processes for Cultural Heritage Enhancement: The Play ReCH Platform
[chapter]
2021
Systems-of-Systems Perspectives and Applications - Design, Modeling, Simulation and Analysis (MS&A), Gaming and Decision Support
Play ReCH allows rethinking the management model of cultural heritage reuse through gamification processes in combining technology and reality, involving city users within creative processes. ...
Heritage) platform, winner of the 2019 Welfare Che Impresa call, activated with the purpose to promote a cultural creative enterprise and include cooperation and innovation in cultural heritage regeneration ...
Acknowledgements Within the unitary work, Gaia Daldanise developed a literature review on Cultural creative production evaluation/monitoring frameworks (Section 1.1) and ...
doi:10.5772/intechopen.92115
fatcat:cf7rvilwefar7hkhoipzwqpiby
Elements of Gameful Design Emerging from User Preferences
2017
Proceedings of the Annual Symposium on Computer-Human Interaction in Play - CHI PLAY '17
Our main contribution is providing an overview of which design elements work best for what demographic clusters and how we can apply this knowledge to design effective gameful systems. ...
It is not clear if users experience game elements embedded in applications similarly to how players experience them in games. ...
play a significant role in the emerging user experience with the system. ...
doi:10.1145/3116595.3116627
dblp:conf/chiplay/TondelloMN17
fatcat:aerpxmmv4jbxvkqjdvykodvyzi
Generation Alpha at the Intersection of Technology, Play and Motivation
2014
2014 47th Hawaii International Conference on System Sciences
This paper considers the intersection of technology and play through the novel approach of gamification and its application to early years education. ...
Abstract This paper considers the intersection of technology and play through the novel approach of gamification and its application to early years education. ...
This avatar concept is an essential element of gamification. A learner's pride in their work is one of the main features of the 'individual assets' component of the PTD framework [42] . ...
doi:10.1109/hicss.2014.19
dblp:conf/hicss/TootellFF14
fatcat:i3nugrll5zatzf3x2ndzafrfrm
Swords and sorcery: a structural gamification framework for higher education using role-playing game elements
2019
Research in Learning Technology
way, as it embeds video game rules and role-playing into the curriculum. ...
The purpose of this article is to define a gamification framework based on structural gamification that focuses on that weak part of your cohorts that do not engage as much, and it does that in a great ...
Background
Gamification Gamification is an emerging technique, with which we can fuel the motivation and engagement of those involved with it, be it students in a learning scenario, employees in an enterprise ...
doi:10.25304/rlt.v27.2272
fatcat:4j323guwsjdcfjll2on4qhpcve
Gamification of Business Processes: Re-designing Work in Production and Service Industry
2015
Procedia Manufacturing
In this work we provide an overview of gamification, i.e. the application of methods from game design to enrich non-gaming processes. ...
(1) and an overview of the state of the art in established areas (3). ...
plays an important role. ...
doi:10.1016/j.promfg.2015.07.616
fatcat:ydjfzlwnkba2rb4fpo2addhyku
Taylorism 2.0: Gamification, scientific management and the capitalist appropriation of play
2014
Journal of Gaming & Virtual Worlds
By making work seem more like leisure time, gamification and corporate training games serve as a mechanism for solving a range of problems and, significantly, of increasing productivity. ...
Relying on measurement and observation as a mechanism to collapse the domains of labour and leisure for the benefit of businesses (rather than for the benefit or fulfillment of workers), gamification potentially ...
In this regard, gamification plays as a sort of white-collar fantasy about not just how games work and what play actually means but also about the nature of how one becomes a leader and innovator. ...
doi:10.1386/jgvw.6.2.109_1
fatcat:6fi5xpkdqjaxfop7jn76atayre
Use of role-play and gamification in a software project course
2017
2017 IEEE Frontiers in Education Conference (FIE)
In this paper, we discuss the use of team role-play activities to simulate the experience of working in a professional, game development studio as a means of enhancing an advanced undergraduate game design ...
In conjunction with the role-play, a gamification framework was used within the course to allow students to customize their course participation. ...
In this paper, the authors discuss the use of team role-play activities to simulate the experience of working in a professional, game development studio as a means of enhancing an advanced undergraduate ...
doi:10.1109/fie.2017.8190501
dblp:conf/fie/MaximBD17
fatcat:v57n6kraojagvbggspowpx7c7e
How to Motivate and Engage Generation Clash of Clans at Work? Emergent Properties of Business Gamification Elements in the Digital Economy
[article]
2021
arXiv
pre-print
Business Gamification. ...
and temporal in their instantiations. ...
However, where gamification is used in a business environment, this is referred to as 'Business Gamification' or 'Enterprise Gamification' and is typically focused on engaging and motivating employees ...
arXiv:2103.12832v1
fatcat:bjmydjr6vjardoooo3jgegqdqm
From playing to designing: Enhancing educational experiences with location-based mobile learning games
2017
Australasian Journal of Educational Technology
In the second, students designed and developed their own prototype games as an educational activity to explore pedagogical strategies in personalised learning. ...
Results indicate that both the playing and self-designing of location-based mobile learning games can deliver active, engaging, and authentic educational experiences for students, enhancing opportunities ...
Data collected through surveys is being used to inform improvements at the University and can also be used in external publications and presentations. ...
doi:10.14742/ajet.3583
fatcat:qyze2yyerff77n63xj6lvipqdm
Neither playing nor gaming
2012
Proceedings of the International Conference on the Foundations of Digital Games - FDG '12
As a result, six patterns especially linked to pottering are presented in greater detail. ...
Moreover, the idea of viewing games as artifacts that can support several, sometimes overlapping, activities, is being explored and discussed. ...
as an aesthetic experience, Lundgren et al ...
doi:10.1145/2282338.2282363
dblp:conf/fdg/LundgrenB12
fatcat:6hfbkglfrvebnlb4envvse2m4i
The End of the Rainbow: In search of crossing points between organizations and play
2011
Conference of the Digital Games Research Association
Against the backdrop of an unstable economic and social environment, managers and scholars of organization have been taking an increasing interest in computer games as a source of inspiration. ...
We consider the design of computer games to be the most interesting of the three perspectives and present two case studies in which game design principles were applied in an organizational setting. ...
enterprise: the "autonomous, educated worker able and willing to program and decide entire sequences of work." ...
dblp:conf/digra/Bree11
fatcat:f7p7wahjtzg7pjbjvkpp63oogm
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