Many different environments are looking at gamification to improve education, business, tourism, smart-cities management, etc. Despite its popularity, and despite the availability of many studies that propose approaches to transform a non-game activity into a game, a gamification strategy guideline is missing. Usually, the proposed methods are too general to be effective (e.g., simple rules, incentive mechanisms such as scores or vague prizes). In a society where algorithms personalize everything, and where people with different impairments (either technological or physical) are present, it is important to also understand peoples preferences in terms of games. In this paper, through a questionnaire filled by 22 people, we show that the game preferences (rules, mechanics, focus, motivations, and gaming environment) are assistive-technology dependent. These preferences can be used to customize the gamification process and therefore the study might be helpful to develop effective gamification strategies.

Gamification and Accessibility / Furini M.; Mirri S.; Montangero M.. - ELETTRONICO. - (2019), pp. 8651750.1-8651750.5. (Intervento presentato al convegno 16th IEEE Annual Consumer Communications and Networking Conference, CCNC 2019 tenutosi a usa nel 2019) [10.1109/CCNC.2019.8651750].

Gamification and Accessibility

Mirri S.;
2019

Abstract

Many different environments are looking at gamification to improve education, business, tourism, smart-cities management, etc. Despite its popularity, and despite the availability of many studies that propose approaches to transform a non-game activity into a game, a gamification strategy guideline is missing. Usually, the proposed methods are too general to be effective (e.g., simple rules, incentive mechanisms such as scores or vague prizes). In a society where algorithms personalize everything, and where people with different impairments (either technological or physical) are present, it is important to also understand peoples preferences in terms of games. In this paper, through a questionnaire filled by 22 people, we show that the game preferences (rules, mechanics, focus, motivations, and gaming environment) are assistive-technology dependent. These preferences can be used to customize the gamification process and therefore the study might be helpful to develop effective gamification strategies.
2019
2019 16th IEEE Annual Consumer Communications and Networking Conference, CCNC 2019
1
5
Gamification and Accessibility / Furini M.; Mirri S.; Montangero M.. - ELETTRONICO. - (2019), pp. 8651750.1-8651750.5. (Intervento presentato al convegno 16th IEEE Annual Consumer Communications and Networking Conference, CCNC 2019 tenutosi a usa nel 2019) [10.1109/CCNC.2019.8651750].
Furini M.; Mirri S.; Montangero M.
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/11585/698050
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