Gamification aware: users perception about game elements on non-game context

  • Authors:
  • Angelina Ziesemer;Luana Müller;Milene Silveira

  • Affiliations:
  • Pontifícia Universidade, Católica do Rio Grande do Sul, PUCRS, Porto Alegre - Brazil;Pontifícia Universidade, Católica do Rio Grande do Sul, PUCRS, Porto Alegre - Brazil;Pontifícia Universidade, Católica do Rio Grande do Sul, PUCRS, Porto Alegre - Brazil

  • Venue:
  • Proceedings of the 12th Brazilian Symposium on Human Factors in Computing Systems
  • Year:
  • 2013

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Abstract

Many applications such as Foursquase, Stackoverflow and Livemocha are using gamification to try keep users motivated to perform tasks that require the users collaboration and to increase data collection from users feedback. The term gamification refers to the use of game elements on systems and researchers from human-computer interaction (HCI) area have recently started studies to explore its effects on user experiences. In this paper we report the results from a survey performed with 368 participants about the use of gamification, their motivation and perception about it. The results show that users are not aware from some game elements and they have distinct motivation and knowledge about gamification.