dc.contributor | Universitat Ramon Llull. La Salle | |
dc.contributor | University of St. Mark and St. John | |
dc.contributor | Universidad Complutense de Madrid | |
dc.contributor.author | Villegas Portero, Eva | |
dc.contributor.author | Fonseca Escudero, David | |
dc.contributor.author | Peña Camarillas, Enric | |
dc.contributor.author | Bonet, Paula | |
dc.contributor.author | Fernández Guinea, Sara | |
dc.date.accessioned | 2021-04-26T17:39:36Z | |
dc.date.accessioned | 2023-10-02T06:49:08Z | |
dc.date.available | 2021-04-26T17:39:36Z | |
dc.date.available | 2023-10-02T06:49:08Z | |
dc.date.created | 2021-02 | |
dc.date.issued | 2021-04 | |
dc.identifier.uri | http://hdl.handle.net/20.500.14342/3493 | |
dc.description.abstract | 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. | eng |
dc.format.extent | 20 p. | cat |
dc.language.iso | eng | cat |
dc.publisher | MDPI | cat |
dc.relation.ispartof | Sensors, 2021, Vol. 21, No. 7 | cat |
dc.rights | Attribution 4.0 International | |
dc.rights | © L'autor/a | |
dc.rights.uri | http://creativecommons.org/licenses/by/4.0/ | |
dc.source | RECERCAT (Dipòsit de la Recerca de Catalunya) | |
dc.subject.other | Videojocs -- Innovacions tecnològiques | cat |
dc.subject.other | Ludificació | cat |
dc.subject.other | Interfícies d'usuari (Informàtica) | cat |
dc.title | Qualitative Assessment of Effective Gamification Design Processes Using Motivators to Identify Game Mechanics | cat |
dc.type | info:eu-repo/semantics/article | cat |
dc.type | info:eu-repo/semantics/publishedVersion | cat |
dc.rights.accessLevel | info:eu-repo/semantics/openAccess | |
dc.embargo.terms | cap | cat |
dc.subject.udc | 004 | |
dc.subject.udc | 62 | |
dc.identifier.doi | https://doi.org/10.3390/s21072556 | cat |
dc.relation.projectID | info:eu-repo/grantAgreement/SUR del DEC/SGR/2017-SGR-934 | cat |
dc.relation.projectID | info:eu-repo/grantAgreement/MINECO i FEDER/PN I+D/BIA2016-77464-C2-1-R | cat |
dc.relation.projectID | info:eu-repo/grantAgreement/MINECO i FEDER/PN I+D/BIA2016-77464-C2-2-R | cat |