A spiral model of software development and enhancement
ACM SIGSOFT Software Engineering Notes
Requirements engineering
Agile software development
The Art of Computer Game Design
The Art of Computer Game Design
Game Architecture and Design with Cdrom
Game Architecture and Design with Cdrom
The Use and Misuse of Focus Groups
IEEE Software
Affective gaming: measuring emotion through the gamepad
CHI '03 Extended Abstracts on Human Factors in Computing Systems
The human-computer interaction handbook
New directions on agile methods: a comparative analysis
Proceedings of the 25th International Conference on Software Engineering
What makes things fun to learn? heuristics for designing instructional computer games
SIGSMALL '80 Proceedings of the 3rd ACM SIGSMALL symposium and the first SIGPC symposium on Small systems
Balancing Agility and Discipline: A Guide for the Perplexed
Balancing Agility and Discipline: A Guide for the Perplexed
Systems Analysis and Design
Game Design Workshop: Designing, Prototyping, and Playtesting Games
Game Design Workshop: Designing, Prototyping, and Playtesting Games
CHI '06 Extended Abstracts on Human Factors in Computing Systems
Spatial Presence and Emotions during Video Game Playing: Does It Matter with Whom You Play?
Presence: Teleoperators and Virtual Environments
The Business and Culture of Digital Games: Gamework and Gameplay
The Business and Culture of Digital Games: Gamework and Gameplay
A Theory of Fun for Game Design
A Theory of Fun for Game Design
The Human-Computer Interaction Handbook: Fundamentals, Evolving Technologies, and Emerging Applications (Human Factors and Ergonomics Series)
Rules of Play: Game Design Fundamentals
Rules of Play: Game Design Fundamentals
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As for Gamification, it is about business software with game characteristics, understanding the software development process will improve the practices, and will more than likely, improve the business itself (make it more efficient, effective, and less costly and mainly collect a positive influence from the customers). This study aims to develop a framework that provides the mechanisms to ensure that the software will have game characteristic and that clients will recognize it as Gamification. Our results show that the five-step framework proposal applied to the Gamification project management on this study, the Spiral development model, and the group discussion results into a positive effect on customers and e-business. The spiral development methodology used for the development of this application showed to be the appropriated for this type of project. The tests with discussion-groups proved to be a key "tool" to identify and adapt the game characteristics that has led to the improvement of customer perception of socialness, usefulness ease of use, enjoyment and ease of use that probed to have a strong positive impact on the intention to use the game.