Heuristics for designing enjoyable user interfaces: lessons from computer games
Human factors in computer systems
Gamification. using game-design elements in non-gaming contexts
CHI '11 Extended Abstracts on Human Factors in Computing Systems
Gamifying intelligent environments
Ubi-MUI '11 Proceedings of the 2011 international ACM workshop on Ubiquitous meta user interfaces
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We aim at determining Gamification contribution to non-ludic systems. We analyze HCI design evolution and the theories using game design in that scope to finally introduce Gamification. We state that it is perceived through graphics and persuasion concepts without considering usefulness. To demonstrate that, we ask 10 HCI designers to identify and categorize the elements which induce a ludic spirit on Gamification systems. The results show that Graphics and Persuasion aspects are associated with Perceived Gamification, while Usefulness is not. The content and functions associated with the categories are specified. We state that Gamification can become a decisive factor for the design of a successful human-technology relationship beyond classic theories of technology adoption and use. We then question its contribution.