Authors
Cathie Marache-Francisco, Eric Brangier
Publication date
2013
Conference
Design, User Experience, and Usability. Health, Learning, Playing, Cultural, and Cross-Cultural User Experience: Second International Conference, DUXU 2013, Held as Part of HCI International 2013, Las Vegas, NV, USA, July 21-26, 2013, Proceedings, Part II 2
Pages
558-567
Publisher
Springer Berlin Heidelberg
Description
We aim at determining Gamification contribution to non-ludic systems. We analyze HCI design evolution and the theories using game design in that scope to finally introduce Gamification. We state that it is perceived through graphics and persuasion concepts without considering usefulness. To demonstrate that, we ask 10 HCI designers to identify and categorize the elements which induce a ludic spirit on Gamification systems. The results show that Graphics and Persuasion aspects are associated with Perceived Gamification, while Usefulness is not. The content and functions associated with the categories are specified. We state that Gamification can become a decisive factor for the design of a successful human-technology relationship beyond classic theories of technology adoption and use. We then question its contribution.
Total citations
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Scholar articles
C Marache-Francisco, E Brangier - Design, User Experience, and Usability. Health …, 2013