The gamification process is gaining increasing interest in many different environments such as education, business, tourism, smart-cities management. In literature, many studies proposed approaches to transform a non-game activity into a game, but these methods are often too general to be effective (e.g., simple rules, incentive mechanisms such as scores or vague prizes). In a society where algorithms personalize everything, from search engine results, to news on social networks, it is anachronistic to think of a single gamification strategy suited to different categories of people (e.g., what might be motivating for digital natives, might not be for digital immigrants, and vice versa). In this paper, through a questionnaire filled by 226 people, we show that the game preferences (rules, mechanics, focus, motivations, and gaming environment) are age-dependent. These preferences can be used to customize the gamification process and therefore the study might be helpful to develop effective gamification strategies.
Furini, M., Mirri, S., Montangero, M. (2018). Entertainment for Serious Purposes: Customization of the Gamification Process. Institute of Electrical and Electronics Engineers Inc. [10.1109/PIMRC.2018.8580907].
Entertainment for Serious Purposes: Customization of the Gamification Process
FURINI, MARCO
;Mirri, Silvia;
2018
Abstract
The gamification process is gaining increasing interest in many different environments such as education, business, tourism, smart-cities management. In literature, many studies proposed approaches to transform a non-game activity into a game, but these methods are often too general to be effective (e.g., simple rules, incentive mechanisms such as scores or vague prizes). In a society where algorithms personalize everything, from search engine results, to news on social networks, it is anachronistic to think of a single gamification strategy suited to different categories of people (e.g., what might be motivating for digital natives, might not be for digital immigrants, and vice versa). In this paper, through a questionnaire filled by 226 people, we show that the game preferences (rules, mechanics, focus, motivations, and gaming environment) are age-dependent. These preferences can be used to customize the gamification process and therefore the study might be helpful to develop effective gamification strategies.I documenti in IRIS sono protetti da copyright e tutti i diritti sono riservati, salvo diversa indicazione.