Gamification experience: UXD with gamification background

Abstract : Through this chapter, the authors aim at describing Gamification—the use of game elements in non-ludic environments—to identify its limits and lacks as well as its assets. Indeed, it has been developed to answer a need that arouses out of the Human Computer Interaction (HCI) field evolutions, and it could be valuable in that scope. The authors propose a definition of Gamification according to several different dimensions that are part of the HCI design field. They suggest it as a first step towards a guiding design framework aimed at designers. They mention future research directions that would help in going further and enriching the framework, leading to the creation of a design model for user experience design through Gamification. The authors finally raise some ethical concerns about the meaning of Gamification itself.
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Chapitre d'ouvrage
Katherine Blashki; Pedro Isaias. Emerging Research and Trends in Interactivity and the Human-Computer Interface, IGI-Global, pp. 205-223, 2013, 9781466646230
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https://hal.univ-lorraine.fr/hal-01450156
Contributeur : Perseus Ul <>
Soumis le : mardi 31 janvier 2017 - 09:30:08
Dernière modification le : mercredi 22 novembre 2017 - 11:00:01

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  • HAL Id : hal-01450156, version 1

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Cathie Marache-Francisco, Eric Brangier. Gamification experience: UXD with gamification background. Katherine Blashki; Pedro Isaias. Emerging Research and Trends in Interactivity and the Human-Computer Interface, IGI-Global, pp. 205-223, 2013, 9781466646230. 〈hal-01450156〉

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