Gamification: software usage ecology

Detalhes bibliográficos
Autor(a) principal: Costa, C. J.
Data de Publicação: 2018
Outros Autores: Aparicio, M.
Tipo de documento: Artigo
Idioma: eng
Título da fonte: Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
Texto Completo: http://hdl.handle.net/10071/16117
Resumo: Gamification is applied in academia and industry and is being studied in the last years. Gamification is nowadays applied to several areas, such as learning, computer science, business, marketing, tourism, among others. Research performed till now suggests that its usage may improve students' and workers' motivation and increase study, productivity and sales. Nevertheless, there are many forms of implementing, according to each industry. Supported in the literature, we identified the game components, game mechanics, and game dynamics, used as part of any gamification implementation. Then, we selected some specific cases in e-learning, computer program learning, open source software development, and crowdsourcing. Finally, we list some of the main software employed in this fields, identifying also implemented features. This allowed us to find the great complexity and variety of implementations. It also enabled us to find ether practitioners or researcher use the word gamification for a broad range of approaches.
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spelling Gamification: software usage ecologyGamificationGame designGamification toolsSoftwareGamification is applied in academia and industry and is being studied in the last years. Gamification is nowadays applied to several areas, such as learning, computer science, business, marketing, tourism, among others. Research performed till now suggests that its usage may improve students' and workers' motivation and increase study, productivity and sales. Nevertheless, there are many forms of implementing, according to each industry. Supported in the literature, we identified the game components, game mechanics, and game dynamics, used as part of any gamification implementation. Then, we selected some specific cases in e-learning, computer program learning, open source software development, and crowdsourcing. Finally, we list some of the main software employed in this fields, identifying also implemented features. This allowed us to find the great complexity and variety of implementations. It also enabled us to find ether practitioners or researcher use the word gamification for a broad range of approaches.The Online Journal of Science and Technology2018-06-12T11:02:32Z2018-01-01T00:00:00Z20182019-03-20T13:04:18Zinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/articleapplication/pdfhttp://hdl.handle.net/10071/16117eng2146-7390Costa, C. J.Aparicio, M.info: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:RCAAP2023-11-09T17:37:52Zoai:repositorio.iscte-iul.pt:10071/16117Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireopendoar:71602024-03-19T22:17:17.645983Repositório 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 Gamification: software usage ecology
title Gamification: software usage ecology
spellingShingle Gamification: software usage ecology
Costa, C. J.
Gamification
Game design
Gamification tools
Software
title_short Gamification: software usage ecology
title_full Gamification: software usage ecology
title_fullStr Gamification: software usage ecology
title_full_unstemmed Gamification: software usage ecology
title_sort Gamification: software usage ecology
author Costa, C. J.
author_facet Costa, C. J.
Aparicio, M.
author_role author
author2 Aparicio, M.
author2_role author
dc.contributor.author.fl_str_mv Costa, C. J.
Aparicio, M.
dc.subject.por.fl_str_mv Gamification
Game design
Gamification tools
Software
topic Gamification
Game design
Gamification tools
Software
description Gamification is applied in academia and industry and is being studied in the last years. Gamification is nowadays applied to several areas, such as learning, computer science, business, marketing, tourism, among others. Research performed till now suggests that its usage may improve students' and workers' motivation and increase study, productivity and sales. Nevertheless, there are many forms of implementing, according to each industry. Supported in the literature, we identified the game components, game mechanics, and game dynamics, used as part of any gamification implementation. Then, we selected some specific cases in e-learning, computer program learning, open source software development, and crowdsourcing. Finally, we list some of the main software employed in this fields, identifying also implemented features. This allowed us to find the great complexity and variety of implementations. It also enabled us to find ether practitioners or researcher use the word gamification for a broad range of approaches.
publishDate 2018
dc.date.none.fl_str_mv 2018-06-12T11:02:32Z
2018-01-01T00:00:00Z
2018
2019-03-20T13:04:18Z
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dc.publisher.none.fl_str_mv The Online Journal of Science and Technology
publisher.none.fl_str_mv The Online Journal of Science and Technology
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