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.

Entertainment for Serious Purposes: Customization of the Gamification Process / Furini, Marco; Mirri, Silvia; Montangero, Manuela. - ELETTRONICO. - 2018-:(2018), pp. 8580907.22-8580907.26. (Intervento presentato al convegno 29th IEEE Annual International Symposium on Personal, Indoor and Mobile Radio Communications, PIMRC 2018 tenutosi a ita nel 2018) [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.
2018
IEEE International Symposium on Personal, Indoor and Mobile Radio Communications, PIMRC
22
26
Entertainment for Serious Purposes: Customization of the Gamification Process / Furini, Marco; Mirri, Silvia; Montangero, Manuela. - ELETTRONICO. - 2018-:(2018), pp. 8580907.22-8580907.26. (Intervento presentato al convegno 29th IEEE Annual International Symposium on Personal, Indoor and Mobile Radio Communications, PIMRC 2018 tenutosi a ita nel 2018) [10.1109/PIMRC.2018.8580907].
Furini, Marco; Mirri, Silvia; Montangero, Manuela
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/11585/662981
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