Towards a sustainable gamification impact
Towards a sustainable gamification impact
Gamification is defined as the use of game elements in a non-gaming context. It is been getting a lot of attention in recent years. However, the number of research done on gamification is limited. One of the problems it faces is sustainability. Designers might overlook the elements that increase sustainability due to lack of a standard framework that contains the essential components to achieve that goal. This conceptual paper proposes a framework that aims to increase the sustainability of the desired impact of gamified applications. This framework contains the following components: flow, relatedness, purpose, autonomy and mastery in the design of gamified applications. The proposed framework will help to guide future work in the field of games and gamification. In the future we aim to study the framework further and test its application in real environments.
Flow, Gamification, Motivation, Sustainability, User Engagment
195-200
Almarshedi, Alaa
1a462e08-30cc-44fa-8ded-8b899762b692
Wills, Gary B.
3a594558-6921-4e82-8098-38cd8d4e8aa0
Wanick, Vanissa
d2941cae-269e-4672-b448-8cb93e22e89e
Ranchhod, Ashok
9c1176cb-b331-4eb5-9596-5a5e5dd8ad7f
13 January 2015
Almarshedi, Alaa
1a462e08-30cc-44fa-8ded-8b899762b692
Wills, Gary B.
3a594558-6921-4e82-8098-38cd8d4e8aa0
Wanick, Vanissa
d2941cae-269e-4672-b448-8cb93e22e89e
Ranchhod, Ashok
9c1176cb-b331-4eb5-9596-5a5e5dd8ad7f
Almarshedi, Alaa, Wills, Gary B., Wanick, Vanissa and Ranchhod, Ashok
(2015)
Towards a sustainable gamification impact.
In International Conference on Information Society, i-Society 2014.
IEEE.
.
(doi:10.1109/i-Society.2014.7009041).
Record type:
Conference or Workshop Item
(Paper)
Abstract
Gamification is defined as the use of game elements in a non-gaming context. It is been getting a lot of attention in recent years. However, the number of research done on gamification is limited. One of the problems it faces is sustainability. Designers might overlook the elements that increase sustainability due to lack of a standard framework that contains the essential components to achieve that goal. This conceptual paper proposes a framework that aims to increase the sustainability of the desired impact of gamified applications. This framework contains the following components: flow, relatedness, purpose, autonomy and mastery in the design of gamified applications. The proposed framework will help to guide future work in the field of games and gamification. In the future we aim to study the framework further and test its application in real environments.
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Published date: 13 January 2015
Additional Information:
Publisher Copyright:
© 2014 Infonomics Society.
Copyright:
Copyright 2020 Elsevier B.V., All rights reserved.
Venue - Dates:
2014 International Conference on Information Society, i-Society 2014, , London, United Kingdom, 2014-11-10 - 2014-11-12
Keywords:
Flow, Gamification, Motivation, Sustainability, User Engagment
Identifiers
Local EPrints ID: 447287
URI: http://eprints.soton.ac.uk/id/eprint/447287
PURE UUID: f56b96fb-8fee-45c2-a9ba-ae022b1de7e7
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Date deposited: 08 Mar 2021 17:33
Last modified: 21 Nov 2024 02:51
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Contributors
Author:
Alaa Almarshedi
Author:
Gary B. Wills
Author:
Ashok Ranchhod
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