Proposal of an assessment framework for gamified environments: A case study
Gamification is used in several contexts, such as marketing, education, and public health. The authors implement gamification to promote a dynamic environment relative to software process improvement. However, well-established theoretical guidelines to design gamified experiences are lacking. The au...
- Autores:
- Tipo de recurso:
- Fecha de publicación:
- 2019
- Institución:
- Universidad de Medellín
- Repositorio:
- Repositorio UDEM
- Idioma:
- eng
- OAI Identifier:
- oai:repository.udem.edu.co:11407/6104
- Acceso en línea:
- http://hdl.handle.net/11407/6104
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- http://purl.org/coar/access_right/c_16ec
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dc.title.none.fl_str_mv |
Proposal of an assessment framework for gamified environments: A case study |
title |
Proposal of an assessment framework for gamified environments: A case study |
spellingShingle |
Proposal of an assessment framework for gamified environments: A case study |
title_short |
Proposal of an assessment framework for gamified environments: A case study |
title_full |
Proposal of an assessment framework for gamified environments: A case study |
title_fullStr |
Proposal of an assessment framework for gamified environments: A case study |
title_full_unstemmed |
Proposal of an assessment framework for gamified environments: A case study |
title_sort |
Proposal of an assessment framework for gamified environments: A case study |
description |
Gamification is used in several contexts, such as marketing, education, and public health. The authors implement gamification to promote a dynamic environment relative to software process improvement. However, well-established theoretical guidelines to design gamified experiences are lacking. The authors propose a framework to assess gamified environments, identify and adopt gamification principles, as well as design gamified activities. The proposed framework helps users create gamified experiences that satisfy the purposes, goals, principles, and elements defined as fundamental gamification components. Here, the authors apply the proposed framework to a video scrum simulation to assess the adoption of gamification principles. The case study includes identification of gamification principles incorporated in the video scrum and their relationships to the elements of the mechanics, dynamics, and emotions framework. The results show that the game elements defined in the design layer of the proposed framework were realised in the video scrum simulation. © 2019 Institution of Engineering and Technology. All Rights Reserved. |
publishDate |
2019 |
dc.date.accessioned.none.fl_str_mv |
2021-02-05T14:59:40Z |
dc.date.available.none.fl_str_mv |
2021-02-05T14:59:40Z |
dc.date.none.fl_str_mv |
2019 |
dc.type.eng.fl_str_mv |
Article |
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http://purl.org/coar/version/c_970fb48d4fbd8a85 |
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info:eu-repo/semantics/article |
dc.identifier.issn.none.fl_str_mv |
17518806 |
dc.identifier.uri.none.fl_str_mv |
http://hdl.handle.net/11407/6104 |
dc.identifier.doi.none.fl_str_mv |
10.1049/iet-sen.2018.5084 |
identifier_str_mv |
17518806 10.1049/iet-sen.2018.5084 |
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http://hdl.handle.net/11407/6104 |
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eng |
language |
eng |
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https://www.scopus.com/inward/record.uri?eid=2-s2.0-85063873687&doi=10.1049%2fiet-sen.2018.5084&partnerID=40&md5=b6bd194db4a22b66b7307d11e533c7ba |
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13 |
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dc.relation.citationstartpage.none.fl_str_mv |
122 |
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128 |
dc.relation.references.none.fl_str_mv |
Dorling, A., McCaffery, F., The gamification of SPICE (2012) Software Process Improvement and Capability Determination, 290, pp. 295-301. , Mas, A., et al. Ed Springer, Berlin, Heidelberg Calderón, A., Boubeta-Puig, J., Ruiz, M., Medit4Cep-GAM: A model-driven approach for user-friendly gamification design, monitoring and code generation in CEP-based systems (2017) Inf. Softw. Technol., 95, pp. 238-264 Gasca-Hurtado, G., Gómez-Alvarez, M.C., Muñoz, M., Toward an assessment framework for gamified environments (2017) Systems, Software and Service Process Improvement, pp. 281-293. , Ostrava, Czech Republic Deterding, S., Dixon, D., Khaled, R., From game design elements to gamefulness: Defining gamification (2011) Proc. of the 15th Int. Academic MindTrek Conf.: Envisioning Future Media Environments, , ACM, Tampere, Finland Hamari, J., Lehdonvirta, V., (2010) Game Design as Marketing: How Game Mechanics Create Demand for Virtual Goods Huotari, K., Hamari, J., Defining gamification: A service marketing perspective (2012) Proc. of the 16th Int. Academic MindTrek Conf. ACM, , Tampere, Finland Hamari, J., Transforming homo economicus into homo ludens: A field experiment on gamification in a utilitarian peer-to-peer trading service (2013) Electron. Comm. Res. Appl., 12 (4), pp. 236-245 Hamari, J., Juho, J., Kovisto, J., Does gamification work? - A literature review of empirical studies on gamification (2014) 47th Hawaii Int. Conf., , Waikoloa, USA Robson, K., Is it all a game? Understanding the principles of gamification (2015) Bus. Horiz., 58 (4), pp. 411-420 Karagiorgas, D., Niemann, S., Gamification and game-based learning (2017) J. Educ. Technol. Syst., 45 (4), pp. 499-519 Kietzmann, J., Hermkens, K., McCarthy, I.P., Social media? Get serious! Understanding the functional building blocks of social media (2011) Bus. Horiz., 54 (3), pp. 241-251 Oprescu, F., Jones, C., Katsikitis, M., I PLAY AT WORK - Ten principles for transforming work processes through gamification (2014) Front. Psychol., 5, pp. 2-5 Hunicke, R., LeBlanc, M., Zubek, R., MDA: A formal approach to game design and game research (2004) Proc. of the AAAI Workshop Challenges in Game, , ACM, CA, USA Camerer, C., (2003) Behavioral Game Theory: Experiments in Strategic Interaction, , Princeton University Press, Princeton, NJ, USA Rednic, E., Toma, A., Apostu, A., Organize distributed work environments in a game-like fashion (2013) Recent Advances Knowledge Engineering and Systems Science, pp. 213-218 Herzig, P., Ameling, M., Wolf, B., Implementing gamification: Requirements and gamification platforms (2015) Gamification in Education and Business, pp. 431-450. , Reiners, T., Wood, L.C. Eds Springer International Publishing, Auckland, Australia Heilbrunn, B., Herzig, P., Schill, A., Towards gamification analytics-requirements for monitoring and adapting gamification designs (2014) GI-Jahrestagung Janaki, K., Gamification at work: Designing engaging business software (2013) International Conference of Design, User Experience, and Usability, pp. 333-344. , Marcus, A. Ed Springer Berlin Heidel-berg, Berlin, Heidelberg Heilbrunn, B., Herzig, P., Schill, A., Tools for gamification analytics: A survey (2014) Proc. 7th Int. Conf. on Utility and Cloud Computing, , Washington, DC, USA Rodriguez, C.P., Paternò, F., Jimenez, J., Using BCI and VARK sensory modalities to improve adaptivity in e-learning (2014) VI Int. Conf. Adaptative and Accessible Virtual Learning Environments CAVA, pp. 1-5. , Monteria, Colombia Basili, V., The role of experimentation in software engineering: Past, current, and future Proc. of the 18th Int. Conf. Software Engineering (ICSE '96), pp. 442-449. , Berlin, Germany Easterbrook, S., Singer, J., Storey, M.A., Selecting empirical methods for software engineering research (2008) Guide to Advanced Empirical Software Engineering, pp. 285-311. , Shull, F., Singer, J., Sjøberg, D.I.K. Eds Springer, London, United Kingdom Gasca-Hurtado, G.P., Gómez-Álvarez, M.C., Muñoz, M., Gamification proposal for defect tracking in software development process (2016) European Conference on Software Process Improvement, , Kreiner, C., O'Connor, R., Poth, A., et al. Eds Springer International Publishing, Switzerland Gómez-Álvarez, M.C., Gasca-Hurtado, G.P., Manrique-Losada, B., Method of pedagogic instruments design for software engineering (2016) Proc. Iberian Conf. Information Systems and Technologies (CISTI), , Canary Islands, Spain |
dc.rights.coar.fl_str_mv |
http://purl.org/coar/access_right/c_16ec |
rights_invalid_str_mv |
http://purl.org/coar/access_right/c_16ec |
dc.publisher.none.fl_str_mv |
Institution of Engineering and Technology |
dc.publisher.program.spa.fl_str_mv |
Ingeniería de Sistemas |
dc.publisher.faculty.spa.fl_str_mv |
Facultad de Ingenierías |
publisher.none.fl_str_mv |
Institution of Engineering and Technology |
dc.source.none.fl_str_mv |
IET Software |
institution |
Universidad de Medellín |
repository.name.fl_str_mv |
Repositorio Institucional Universidad de Medellin |
repository.mail.fl_str_mv |
repositorio@udem.edu.co |
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1814159182600863744 |
spelling |
20192021-02-05T14:59:40Z2021-02-05T14:59:40Z17518806http://hdl.handle.net/11407/610410.1049/iet-sen.2018.5084Gamification is used in several contexts, such as marketing, education, and public health. The authors implement gamification to promote a dynamic environment relative to software process improvement. However, well-established theoretical guidelines to design gamified experiences are lacking. The authors propose a framework to assess gamified environments, identify and adopt gamification principles, as well as design gamified activities. The proposed framework helps users create gamified experiences that satisfy the purposes, goals, principles, and elements defined as fundamental gamification components. Here, the authors apply the proposed framework to a video scrum simulation to assess the adoption of gamification principles. The case study includes identification of gamification principles incorporated in the video scrum and their relationships to the elements of the mechanics, dynamics, and emotions framework. The results show that the game elements defined in the design layer of the proposed framework were realised in the video scrum simulation. © 2019 Institution of Engineering and Technology. All Rights Reserved.engInstitution of Engineering and TechnologyIngeniería de SistemasFacultad de Ingenieríashttps://www.scopus.com/inward/record.uri?eid=2-s2.0-85063873687&doi=10.1049%2fiet-sen.2018.5084&partnerID=40&md5=b6bd194db4a22b66b7307d11e533c7ba132122128Dorling, A., McCaffery, F., The gamification of SPICE (2012) Software Process Improvement and Capability Determination, 290, pp. 295-301. , Mas, A., et al. Ed Springer, Berlin, HeidelbergCalderón, A., Boubeta-Puig, J., Ruiz, M., Medit4Cep-GAM: A model-driven approach for user-friendly gamification design, monitoring and code generation in CEP-based systems (2017) Inf. Softw. Technol., 95, pp. 238-264Gasca-Hurtado, G., Gómez-Alvarez, M.C., Muñoz, M., Toward an assessment framework for gamified environments (2017) Systems, Software and Service Process Improvement, pp. 281-293. , Ostrava, Czech RepublicDeterding, S., Dixon, D., Khaled, R., From game design elements to gamefulness: Defining gamification (2011) Proc. of the 15th Int. Academic MindTrek Conf.: Envisioning Future Media Environments, , ACM, Tampere, FinlandHamari, J., Lehdonvirta, V., (2010) Game Design as Marketing: How Game Mechanics Create Demand for Virtual GoodsHuotari, K., Hamari, J., Defining gamification: A service marketing perspective (2012) Proc. of the 16th Int. Academic MindTrek Conf. ACM, , Tampere, FinlandHamari, J., Transforming homo economicus into homo ludens: A field experiment on gamification in a utilitarian peer-to-peer trading service (2013) Electron. Comm. Res. Appl., 12 (4), pp. 236-245Hamari, J., Juho, J., Kovisto, J., Does gamification work? - A literature review of empirical studies on gamification (2014) 47th Hawaii Int. Conf., , Waikoloa, USARobson, K., Is it all a game? Understanding the principles of gamification (2015) Bus. Horiz., 58 (4), pp. 411-420Karagiorgas, D., Niemann, S., Gamification and game-based learning (2017) J. Educ. Technol. Syst., 45 (4), pp. 499-519Kietzmann, J., Hermkens, K., McCarthy, I.P., Social media? Get serious! Understanding the functional building blocks of social media (2011) Bus. Horiz., 54 (3), pp. 241-251Oprescu, F., Jones, C., Katsikitis, M., I PLAY AT WORK - Ten principles for transforming work processes through gamification (2014) Front. Psychol., 5, pp. 2-5Hunicke, R., LeBlanc, M., Zubek, R., MDA: A formal approach to game design and game research (2004) Proc. of the AAAI Workshop Challenges in Game, , ACM, CA, USACamerer, C., (2003) Behavioral Game Theory: Experiments in Strategic Interaction, , Princeton University Press, Princeton, NJ, USARednic, E., Toma, A., Apostu, A., Organize distributed work environments in a game-like fashion (2013) Recent Advances Knowledge Engineering and Systems Science, pp. 213-218Herzig, P., Ameling, M., Wolf, B., Implementing gamification: Requirements and gamification platforms (2015) Gamification in Education and Business, pp. 431-450. , Reiners, T., Wood, L.C. Eds Springer International Publishing, Auckland, AustraliaHeilbrunn, B., Herzig, P., Schill, A., Towards gamification analytics-requirements for monitoring and adapting gamification designs (2014) GI-JahrestagungJanaki, K., Gamification at work: Designing engaging business software (2013) International Conference of Design, User Experience, and Usability, pp. 333-344. , Marcus, A. Ed Springer Berlin Heidel-berg, Berlin, HeidelbergHeilbrunn, B., Herzig, P., Schill, A., Tools for gamification analytics: A survey (2014) Proc. 7th Int. Conf. on Utility and Cloud Computing, , Washington, DC, USARodriguez, C.P., Paternò, F., Jimenez, J., Using BCI and VARK sensory modalities to improve adaptivity in e-learning (2014) VI Int. Conf. Adaptative and Accessible Virtual Learning Environments CAVA, pp. 1-5. , Monteria, ColombiaBasili, V., The role of experimentation in software engineering: Past, current, and future Proc. of the 18th Int. Conf. Software Engineering (ICSE '96), pp. 442-449. , Berlin, GermanyEasterbrook, S., Singer, J., Storey, M.A., Selecting empirical methods for software engineering research (2008) Guide to Advanced Empirical Software Engineering, pp. 285-311. , Shull, F., Singer, J., Sjøberg, D.I.K. Eds Springer, London, United KingdomGasca-Hurtado, G.P., Gómez-Álvarez, M.C., Muñoz, M., Gamification proposal for defect tracking in software development process (2016) European Conference on Software Process Improvement, , Kreiner, C., O'Connor, R., Poth, A., et al. Eds Springer International Publishing, SwitzerlandGómez-Álvarez, M.C., Gasca-Hurtado, G.P., Manrique-Losada, B., Method of pedagogic instruments design for software engineering (2016) Proc. Iberian Conf. Information Systems and Technologies (CISTI), , Canary Islands, SpainIET SoftwareProposal of an assessment framework for gamified environments: A case studyArticleinfo:eu-repo/semantics/articlehttp://purl.org/coar/version/c_970fb48d4fbd8a85http://purl.org/coar/resource_type/c_6501http://purl.org/coar/resource_type/c_2df8fbb1Gasca-Hurtado, G.P., Facultad de Ingeniería, Universidad de Medellín, Medellín, ColombiaGómez-Álvarez, M.C., Facultad de Ingeniería, Universidad de Medellín, Medellín, ColombiaMuñoz, M., Centro de Investigación en Matemáticas, Zacatecas, MexicoMejía, J., Centro de Investigación en Matemáticas, Zacatecas, Mexicohttp://purl.org/coar/access_right/c_16ecGasca-Hurtado G.P.Gómez-Álvarez M.C.Muñoz M.Mejía J.11407/6104oai:repository.udem.edu.co:11407/61042021-02-05 09:59:40.219Repositorio Institucional Universidad de Medellinrepositorio@udem.edu.co |