ABSTRACT
This demo features a prototype of a software tool to guide developers through the process of gamification design. It shall improve gameful designs, especially in the scientific community, and make the process of gamification design more accessible for non-experts in the field. The main goal of this first version is to gain user feedback on its usefulness with respect to intuition of use, its documentation capabilities and collaboration.
Supplemental Material
- Yu-kai Chou. 2019. Actionable gamification: Beyond points, badges, and leaderboards. Packt Publishing Ltd, Birmingham, UK.Google Scholar
- Sebastian Deterding. 2015. The lens of intrinsic skill atoms: A method for gameful design. Human–Computer Interaction 30, 3-4 (2015), 294–335. https://doi.org/10.1080/07370024.2014.993471Google Scholar
- Michail Kalogiannakis, Stamatios Papadakis, and Alkinoos-Ioannis Zourmpakis. 2021. Gamification in science education. A systematic review of the literature. Education Sciences 11, 1 (2021), 22. https://doi.org/10.3390/educsci11010022Google ScholarCross Ref
- Jonna Koivisto and Juho Hamari. 2019. The rise of motivational information systems: A review of gamification research. International Journal of Information Management 45 (2019), 191–210. https://doi.org/10.1016/j.ijinfomgt.2018.10.013Google ScholarDigital Library
- Benedikt Morschheuser, Karl Werder, Juho Hamari, and Julian Abe. 2017. How to gamify? Development of a method for gamification. In Proceedings of the 50th annual Hawaii international conference on system sciences (HICSS). Gamification Research Network, Unna, Germany, 4–7. https://doi.org/10.24251/HICSS.2017.155Google ScholarCross Ref
Index Terms
- A Gamification Design Tool to Improve Design Quality
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