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Qualitative Assessment of Effective Gamification Design Processes Using Motivators to Identify Game Mechanics

机译:使用励志识别游戏力学的有效娱乐设计过程的定性评估

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摘要

This research focuses on the study and qualitative assessment of the relationships between motivators and game mechanics per the ratings of expert gamification consultants. By taking this approach, it is intended that during the design phase of a gamified system, decisions can be made about the design of the system based on the motivators of each of the profiles. These motivators can be determined from the information provided by the potential players themselves. The research presented starts from a previous analysis in which, based on the three most used gamification frameworks and through a card sorting technique that allows the user to organize and classify the content, a set of mechanics are determined. In the present study, each of the mechanics is analyzed, and a more precise motive is decided. As a result, a higher level of personalization is achieved and, consequently, approximates a higher level of gamification effectiveness. The main conclusions are implemented in the development of the Game4City 3.0 project, which addresses gamified and interactive strategies to visualize urban environments in 3D at an educational and social level.
机译:本研究侧重于根据专家博彩顾问的评级对激励因素和游戏机械关系的研究和定性评估。通过采取这种方法,旨在在赌博系统的设计阶段期间,可以基于每个轮廓的励振器对系统的设计进行决定。这些激励器可以根据潜在球员本身提供的信息确定。该研究介绍从先前的分析开始,其中基于三个最使用的游戏化框架以及通过卡排序技术,允许用户组织和分类内容,确定一组机制。在本研究中,分析了每个力学,并决定了更精确的动机。结果,实现了更高水平的个性化,因此,近似于较高水平的娱乐效果。主要结论是在制定游戏4City 3.0项目的发展中实施,该项目解决了在教育和社会层面的3D中可视化城市环境的娱乐和互动策略。

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