Gamification Design Patterns for User Engagement

被引:6
|
作者
Triantafyllou, Serafeim A. [1 ]
Georgiadis, Christos K. [2 ]
机构
[1] Greek Minist Educ & Religious Affairs, Secondary Educ, Athens, Greece
[2] Univ Macedonia, Dept Appl Informat, Thessaloniki, Greece
来源
INFORMATICS IN EDUCATION | 2022年 / 21卷 / 04期
关键词
gamification; design patterns; software design; game design;
D O I
10.15388/infedu.2022.27
中图分类号
G40 [教育学];
学科分类号
040101 ; 120403 ;
摘要
The rapid development of technology in today's times make business' survival a rather complex task. It is therefore necessary for the specialized organization and administration of each company to differentiate and strengthen its competitive advantages. Gamification is an es-tablished practice in many business domains and can enforce employees to engage in business processes and change aspects of their behavior. Even though numerous gamification patterns that are described in literature have been used so far by businesses to various working environments, the outcomes were not the best possible that we would expect in terms of their right utilization to business non-game contexts. Thus, there is need for concise gamification patterns that can offer right guidance to game designers in business. Gamification design patterns can provide a distilled knowledge of techniques of how to design object-oriented software. This paper aims to address this gap in existing literature by describing new gamification design patterns, classifying them according to specific criteria and providing new information to this research domain. Our study is a descriptive literature review and is based on review of previous works. This descriptive lit-erature review tries to give a better understanding by proposing new gamification design patterns in the continuously evolving research domain of gamification design patterns.
引用
收藏
页码:655 / 674
页数:20
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