scholarly journals Qualitative Assessment of Effective Gamification Design Processes Using Motivators to Identify Game Mechanics

Sensors ◽  
2021 ◽  
Vol 21 (7) ◽  
pp. 2556
Author(s):  
Eva Villegas ◽  
David Fonseca ◽  
Enric Peña ◽  
Paula Bonet ◽  
Sara Fernández-Guinea

This research focuses on the study and qualitative assessment of the relationships between motivators and game mechanics per the ratings of expert gamification consultants. By taking this approach, it is intended that during the design phase of a gamified system, decisions can be made about the design of the system based on the motivators of each of the profiles. These motivators can be determined from the information provided by the potential players themselves. The research presented starts from a previous analysis in which, based on the three most used gamification frameworks and through a card sorting technique that allows the user to organize and classify the content, a set of mechanics are determined. In the present study, each of the mechanics is analyzed, and a more precise motive is decided. As a result, a higher level of personalization is achieved and, consequently, approximates a higher level of gamification effectiveness. The main conclusions are implemented in the development of the Game4City 3.0 project, which addresses gamified and interactive strategies to visualize urban environments in 3D at an educational and social level.

2013 ◽  
Vol 10 (4) ◽  
pp. 252-269 ◽  
Author(s):  
Antigoni Parmaxi ◽  
Panayiotis Zaphiris ◽  
Salomi Papadima-Sophocleous ◽  
Andri Ioannou

Purpose – The purpose of this study is to chart the development in computer-assisted language learning (CALL), by building a map of existing research work in the field. Based on a corpus of 163 manuscripts, published between January 2009 and September 2010 in four major journals devoted to CALL, it sets out to describe the range of topics covered under the umbrella of CALL and provide a holistic view of the field. Design/methodology/approach – The approach adopted in this research includes: development of the 2009-2010 CALL corpus; literature overview and initial coding scheme development; refinement of the initial coding scheme with the help of a focus group and construction of the CALL map version 1.0; refinement of the CALL map version 1.0 following a systematic approach of content analysis and development of the CALL map version 2.0; evaluation of the proposed structure and inclusiveness of all categories in the CALL map version 2.0 using card sorting technique; and finally development of the CALL map version 3.0. Findings – The research trends in the categories of the CALL map are discussed, as well as possible future directions in the field. Originality/value – This paper provides a holistic view of the field of CALL guiding both junior CALL researchers to place themselves in the field, and policy and decision makers who attempt to evaluate the current and future scholar activity in the field. Finally, it caters for more experienced researchers to focus on certain underinvestigated domains.


2004 ◽  
Vol 28 (2) ◽  
pp. 47-50 ◽  
Author(s):  
Jason Luty

Aims and MethodTo assess the preferences of people attending a substance misuse facility towards the treatment options available for opiate dependency. Interviews were conducted using a card sorting technique.ResultsThe majority (60%) of the 101 participants believed that detoxification was superior to maintenance in preventing illicit heroin use. The preferred treatment options were oral methadone, buprenorphine, drug-free rehabilitation, in-patient detoxification and prescription of injectable drugs.Clinical ImplicationsBoth pharmacological and psychosocial options, including in-patient detoxification and rehabilitation, are among the treatments preferred by clients of substance misuse services. There is also a significant demand for both injectable drugs and dihydrocodeine.


2020 ◽  
Vol 143 (1) ◽  
Author(s):  
Daniel Hulse ◽  
Christopher Hoyle ◽  
Irem Y. Tumer ◽  
Kai Goebel

Abstract A number of risk and resilience-based design methods have been put forward over the years that seek to provide designers the tools to reduce the effects of potential hazards in the early design phase. However, because of the associated high level of uncertainty and low-fidelity design representations, one might justifiably wonder if using a resilient design process in the early design phase will reliably produce useful results that would improve the realized design. This paper provides a testing framework for design processes that determines the validity of the process by quantifying the epistemic uncertainty in the assumptions used to make decisions. This framework uses this quantified uncertainty to test whether three metrics are within desirable bounds: the change in the design when uncertainty is considered, the increase in the expected value of the design, and the cost of choice-related uncertainty. This approach is illustrated using two examples to demonstrate how both discrete and continuous parametric uncertainty can be considered in the testing procedure. These examples show that early design process validity is sensitive to the level of uncertainty and magnitude of design changes, suggesting that while there is a justifiable decision-theoretic case to consider high-level, high-impact design changes during the early design phase, there is less of a case to choose between relatively similar design options because the cost of making the choice under high uncertainty is greater than the expected value improvement from choosing the better design.


2008 ◽  
Vol 69 (3) ◽  
pp. 242-251 ◽  
Author(s):  
Peter Hepburn ◽  
Krystal M. Lewis

Libraries are pressed to effectively promote use of the tools they provide users as well as their role in creating, selecting, and purchasing them. Applying “brand names” generated within the library is one promotional strategy. Usability testing at one academic library demonstrated how the card sorting technique can be used to evaluate branding efforts. The study found that library users do not recognize or comprehend library brand names in the absence of a consistent approach to branding even if they do use the services that have been branded.


Author(s):  
Mauricio Marques de Faria

O objetivo deste trabalho é apresentar o Card Sorting, técnica de análise e organização de vocabulários controlados, e tem por finalidade explorar a relação dos usuários com o desenvolvimento de serviços de informação. A chave da utilização é a participação de usuários finais no processo, permitindo entender como eles categorizam as informações disponíveis num processo de busca, identificando qual terminologia é a mais usual, qual pode gerar confusões e que termos são mais difíceis de categorizar. Esta técnica pode ser utilizada em arquitetura da informação na definição de estruturas de web sites ou a criação de taxonomias e tesauros. É um método extremamente simples e barato, de grande flexibilidade, que permite uma grande interação entre bibliotecários e seu público. Existem duas formas básicas de Card Sorting a ‘aberta’ onde o usuário participa ativamente na sugestão do vocabulário e a ‘fechada’ onde é definida uma estrutura hierárquica lógica utilizando termos pré-definidos.Palavras-Chave: Card Sorting; Vocabulário controlado; Arquitetura da informação; Taxonomia; Classificação AbstractThis article presents Card Sorting technique, a method to perform analysis and organization of controlled vocabularies, in order to explore the relationship between the users and information services development. The key to apply this method is the participation of end-users in the process, allowing us to understand how they group available information in a search process by identifying which terminology is more usual, which may be confuse and which terms are more difficult to categorize. This technique can be used in information architecture when defining web sites structures or creating taxonomies and thesaurus. It is an extremely simple and unexpensive method, allowing great flexibility and a perfect interaction between the librarian and his user. There are two basic methods for performing this technique: the open card sorting, when user really participates by suggesting the vocabulary; and the closed card sorting, where a logical hierarchical structure is defined by using pre-established terms.Keyword: Card sorting; Controlled vocabulary; Information architecture; Taxonomy; Classification scheme


2021 ◽  
Author(s):  
◽  
Savanah Hunt

<p><b>The rise of a new pan-Pasifika identity suggests optimistically that New Zealand is becoming more Pasifika today. With significant importance to reflect the Pasifika identity into our built and urban environments in Aotearoa, there is much discussion surrounding how ‘Pasifika’ can be accurately interpreted through spatial practices. Cultural design frameworks are tools that designers and non-designers can adopt and apply into conceptual developments of architectural projects to accurately reflect Indigenous culture. Spatial Frameworks for Mātauranga Māori are constructed by the collaboration of iwi/hapū and designers to gain a better understanding about the unique contexts and characteristics of the people and place. These frameworks aid development and achieve better quality urban environments by creating spaces and places that are suitable to Māori. The frameworks are composed by a series of cultural principles that are derived from core values and concepts of the indigenous group. The principles guide culturally appropriate design processes and responses and are used a strategic foundation to generate spaces.</b></p> <p>This thesis is grounded upon the experience of what it is like living in Aotearoa as a Pasifika person. This design-through-research project investigates how Pasifika principles can be integrated into the development of a Pasifika design framework to inform accurate spatial concepts for the Pasifika community in Aotearoa. The project assesses existing design frameworks for Mātauranga Māori to inform the approach for developing a new framework for Pasifika. This research aims to articulate existing Pasifika principles as outcome-orientated design guidelines that may be applied to reflect the identity of Pasifika. The research proposes a series of spatial guidelines for better-designed environments for Pasifika communities in Aotearoa. The proposition explores how cultural principles can help resolve spatial issues within our cities’ planning and design processes.</p>


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