Abstract | ||
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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. |
Year | Venue | Keywords |
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2013 | IHC | users perception,data collection,user experience,non-game context,users feedback,term gamification,users collaboration,game element,human-computer interaction,distinct motivation |
Field | DocType | Citations |
Data collection,Social network,Computer science,Human–computer interaction,Multimedia,Perception | Conference | 0 |
PageRank | References | Authors |
0.34 | 2 | 3 |
Name | Order | Citations | PageRank |
---|---|---|---|
Angelina Ziesemer | 1 | 0 | 2.37 |
Luana Müller | 2 | 0 | 3.04 |
Milene Silveira | 3 | 61 | 3.73 |