作者
Scott Nicholson
发表日期
2015
期刊
Gamification in education and business
页码范围
1-20
出版商
Springer International Publishing
简介
Meaningful gamification is the use of gameful and playful layers to help a user find personal connections that motivate engagement with a specific context for long-term change. While reward-based gamification can be useful for short-term goals and situations where the participants have no personal connections or intrinsic motivation to engage in a context, rewards can reduce intrinsic motivation and the long-term desire to engage with the real world context. If the goal is long-term change, then rewards should be avoided and other game-based elements used to create a system based on concepts of meaningful gamification. This article introduces six concepts—Reflection, Exposition, Choice, Information, Play, and Engagement—to guide designers of gamification systems that rely on non-reward-based game elements to help people find personal connections and meaning in a real world context.
引用总数
20142015201620172018201920202021202220232024108150173180201230227260219182120
学术搜索中的文章
S Nicholson - Gamification in education and business, 2015