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Patterns Among 754 Gamification Cases: Content Analysis for Gamification Development

delete2018-11-06
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OA
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Sungjin Park
S
Sang‐Kyun Kim *
DOI:10.2196/11336delete
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摘要

摘要

En 中文
Background: Gamification is one of the techniques that applies game elements, such as game mechanics and dynamics, to a nongame context (eg, management, education, marketing, and health care). A variety of methodologies have been published for developing gamification. However, some of these are only usable by people with a certain level of gamification knowledge. People who do not have such knowledge face difficulty in using game mechanics and experiencing enjoyment. To ease their difficulties, a gamification methodology should provide directions for using game mechanics. Objective: This study aimed at collecting global gamification cases and determining patterns or differences among the collected cases. Methods: In total, 754 cases were collected based on 4F process elements, such as play type, playful user experience (PLEX)-based fun factors, and game mechanics. In addition, the collected cases were classified into 6 categories. From the data analysis, basic statistics and correlation analyses (Pearson and Kendall) were conducted. Results: According to the analysis results in PLEX-based fun factors, challenge and completion fun factors formed a large proportion among the 6 categories. In the results of the game mechanics analysis, point, leaderboard, and progress accounted for a large proportion among the 6 categories. The results of the correlation analysis showed no difference or specific patterns in game mechanics (Pearson r>.8, Kendall tau>.5, P<.05) and PLEX-based fun factors (Pearson r>.8, Kendall tau>.7, P<.05). Conclusions: On the basis of the statistical findings, this study suggests an appropriate number of PLEX-based fun factors and game mechanics. In addition, the results of this study should be used for people who do not have gamification knowledge and face difficulty using game mechanics and PLEX based fun factors.
Keyword:
gamification
PLEX
game mechanics
gamification correlation analysis
4F process

期刊

JMIR Serious Games 封面图
JMIR Serious Games
IF:
4.1
论文数:
694
被引数:
2.6K

机构

K
Kangwon National University
学者数:
1.0W
论文数: 9.4K
被引数: 13
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