TY - GEN
T1 - Playful Design Elements and Stages of Player Experience in Gamification
AU - Tseng, Shih Lun
AU - Sun, Heshan
PY - 2018
Y1 - 2018
N2 - Gamification, a trend that applies game design elements to non-game contexts, can be seen in education, health, finance, and various other contexts. However, many of these applications miss key game design mechanics that motivate play. Little design guidelines exist regarding key features. To address this issue, we focus on game design elements that promote exploration, creation, and pretending. Furthermore, we posit that based on a users’ stage of experience with a gamified system, these design elements have varying effects on how users interact with the gamified system.
AB - Gamification, a trend that applies game design elements to non-game contexts, can be seen in education, health, finance, and various other contexts. However, many of these applications miss key game design mechanics that motivate play. Little design guidelines exist regarding key features. To address this issue, we focus on game design elements that promote exploration, creation, and pretending. Furthermore, we posit that based on a users’ stage of experience with a gamified system, these design elements have varying effects on how users interact with the gamified system.
KW - Design
KW - Experiential outcomes
KW - Gamified systems
KW - Human-computer interaction
KW - Intrinsic motivation
UR - http://www.scopus.com/inward/record.url?scp=85126507262&partnerID=8YFLogxK
M3 - Conference contribution
AN - SCOPUS:85126507262
SN - 9780996683159
T3 - ICIS 2017: Transforming Society with Digital Innovation
BT - ICIS 2017
PB - Association for Information Systems
Y2 - 10 December 2017 through 13 December 2017
ER -