Dark patterns em estratégias de ludificação

Detalhes bibliográficos
Autor(a) principal: Rúben Filipe Carvalho Campos da Silva
Data de Publicação: 2015
Tipo de documento: Dissertação
Idioma: por
Título da fonte: Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
Texto Completo: https://repositorio-aberto.up.pt/handle/10216/79494
Resumo: Through this research it will be possible to understand how dark patterns can affect user experience on gamified systems. Hence, along this dissertation a research was undertaken with the intent to clarify the reader about the concepts of gamification and dark patterns.Taking into account the growing emergence of systems that employ gamification strategies that intend to increase engagement among the users, increase their productivity, facilitate the learning process, etc., this dissertation deconstructs such strategies. Thereby, theories and models will be described to explain behaviours, motivations and user desires when they are interacting with gamified systems. In addition, several game mechanics and dynamics will be described, in order to understand how users interact with these systems.Thus, it becomes possible to research about dark patterns, describing and completing the work developed in this area until now. Based on a critical perspective about the use of such patterns, we also relate the concepts of dark patterns and of gamification, identifying and describing case studies where it's possible to verify the existence of these patterns inside gamified experiences.
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spelling Dark patterns em estratégias de ludificaçãoArtesArtsThrough this research it will be possible to understand how dark patterns can affect user experience on gamified systems. Hence, along this dissertation a research was undertaken with the intent to clarify the reader about the concepts of gamification and dark patterns.Taking into account the growing emergence of systems that employ gamification strategies that intend to increase engagement among the users, increase their productivity, facilitate the learning process, etc., this dissertation deconstructs such strategies. Thereby, theories and models will be described to explain behaviours, motivations and user desires when they are interacting with gamified systems. In addition, several game mechanics and dynamics will be described, in order to understand how users interact with these systems.Thus, it becomes possible to research about dark patterns, describing and completing the work developed in this area until now. Based on a critical perspective about the use of such patterns, we also relate the concepts of dark patterns and of gamification, identifying and describing case studies where it's possible to verify the existence of these patterns inside gamified experiences.2015-07-162015-07-16T00:00:00Zinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesisapplication/pdfhttps://repositorio-aberto.up.pt/handle/10216/79494TID:201808234porRúben Filipe Carvalho Campos da Silvainfo:eu-repo/semantics/openAccessreponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãoinstacron:RCAAP2023-11-29T12:26:15Zoai:repositorio-aberto.up.pt:10216/79494Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireopendoar:71602024-03-19T23:20:19.107002Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãofalse
dc.title.none.fl_str_mv Dark patterns em estratégias de ludificação
title Dark patterns em estratégias de ludificação
spellingShingle Dark patterns em estratégias de ludificação
Rúben Filipe Carvalho Campos da Silva
Artes
Arts
title_short Dark patterns em estratégias de ludificação
title_full Dark patterns em estratégias de ludificação
title_fullStr Dark patterns em estratégias de ludificação
title_full_unstemmed Dark patterns em estratégias de ludificação
title_sort Dark patterns em estratégias de ludificação
author Rúben Filipe Carvalho Campos da Silva
author_facet Rúben Filipe Carvalho Campos da Silva
author_role author
dc.contributor.author.fl_str_mv Rúben Filipe Carvalho Campos da Silva
dc.subject.por.fl_str_mv Artes
Arts
topic Artes
Arts
description Through this research it will be possible to understand how dark patterns can affect user experience on gamified systems. Hence, along this dissertation a research was undertaken with the intent to clarify the reader about the concepts of gamification and dark patterns.Taking into account the growing emergence of systems that employ gamification strategies that intend to increase engagement among the users, increase their productivity, facilitate the learning process, etc., this dissertation deconstructs such strategies. Thereby, theories and models will be described to explain behaviours, motivations and user desires when they are interacting with gamified systems. In addition, several game mechanics and dynamics will be described, in order to understand how users interact with these systems.Thus, it becomes possible to research about dark patterns, describing and completing the work developed in this area until now. Based on a critical perspective about the use of such patterns, we also relate the concepts of dark patterns and of gamification, identifying and describing case studies where it's possible to verify the existence of these patterns inside gamified experiences.
publishDate 2015
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