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Gamification in Management and Other Non-Game Contexts—Understanding Game Elements, Motivation, Reward Systems, and User Types

机译:管理和其他非游戏环境中的游戏化-理解游戏元素,动机,奖励系统和用户类型

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Gamification is the use of gaming methods and ways of thinking in non-game economic and social contexts in order to solve some kind of problems. Possible applications of gamification are currently the subject of broad-based discussion in marketing and management in particular. Expectations are very high, primarily in those areas in which motivation processes have a large part to play. In order to fully exploit the potential of gamification, a profound understanding of modes of operation in gamified systems is needed. This then enables a productive transfer of game elements to non-game contexts, taking into account user typologies and including the requirements of very different application scenarios. This article takes up the findings of different theoretical and empirical studies on gamification from various perspectives. It combines the findings into an integral perspective and provides a catalogue of core elements of gamified systems. Approaches to reward mechanisms in gamified systems are worked out on the basis of fundamental motivation theories. It is argued that a simple adoption of award systems cannot be productive; the different kinds of needs of users with regard to social interaction, attractive challenges and individual development opportunities must, rather, be incorporated into the design of gamified systems. The article offers practitioners and researchers new impetuses for further engagement with gamified systems.
机译:游戏化是在非游戏经济和社会环境中使用游戏方法和思维方式来解决某种问题。游戏化的可能应用当前尤其是在市场营销和管理中进行广泛讨论的主题。期望很高,主要是在动机过程发挥很大作用的那些领域。为了充分利用游戏化的潜力,需要对游戏化系统中的操作模式有深刻的理解。然后,这可以考虑到用户类型并包括非常不同的应用场景的要求,将游戏元素有效地转移到非游戏上下文。本文从不同角度探讨了关于游戏化的不同理论和实证研究的发现。它将发现整合到一个完整的角度,并提供了游戏化系统核心要素的目录。在基本动机理论的基础上,提出了游戏化系统中奖励机制的方法。有人认为,简单地采用奖励制度是没有成效的。相反,必须将用户在社交互动,有吸引力的挑战和个人发展机会方面的各种需求纳入游戏化系统的设计中。本文为从业人员和研究人员提供了进一步参与游戏化系统的新动力。

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