Pretražite po imenu i prezimenu autora, mentora, urednika, prevoditelja

Napredna pretraga

Pregled bibliografske jedinice broj: 765658

The First Life: Some Aspects on Gamification in the Real World


Ćirić, Josip; Volarević, Domagoj; Mrkela, Lucija
The First Life: Some Aspects on Gamification in the Real World // DESIGN, INNOVATION, PARTICIPATION:BOBCATSSS 2015 Proceedings & Abstracts / Pavla Minaříková ; Lukáš Strouhal (ur.).
Brno: Flow, 2015. str. 92-96


CROSBI ID: 765658 Za ispravke kontaktirajte CROSBI podršku putem web obrasca

Naslov
The First Life: Some Aspects on Gamification in the Real World

Autori
Ćirić, Josip ; Volarević, Domagoj ; Mrkela, Lucija

Vrsta, podvrsta i kategorija rada
Poglavlja u knjigama, znanstveni

Knjiga
DESIGN, INNOVATION, PARTICIPATION:BOBCATSSS 2015 Proceedings & Abstracts

Urednik/ci
Pavla Minaříková ; Lukáš Strouhal

Izdavač
Flow

Grad
Brno

Godina
2015

Raspon stranica
92-96

ISBN
978-80-905480-7-7

Ključne riječi
gaming, gamification, future studies, personality traits

Sažetak
Future studies have considered (Weiser, 1991 ; Kaku, 2011) the implications ubiquitous computing might have on our everyday lives for some time now. Recent studies on gamer population and gamification are based upon various disciplines like information science (Miller, 2013 ; Rasmusen, 2005), and psychology (Bailey et. al., 2012 ; Brühlmann, 2013). Gamification (Hamari et al., 2014) refers to transforming mundane activities into the form of gameplay ; ubiquitous computing refers to pervasiveness of computers into almost every minutia of our lives. It would be interesting to investigate into perception of interactions those two trends may provide, as well as into some psychological and sociological variables that may shed a light on how such perceptions and attitudes are formed. We will focus our research on interactions between some personality traits (using Hexaco model), gaming behaviour (including variables like genre preferences, emotional and economic investment, community dedication, visual art and soundtrack appreciation), gamer’s demography (sex, education, socio- economic status). What sort of influence those variables might have on subject’s attitudes toward some future studies’ predictions considering ubiquitous computing, gamification of every day activities, and acceptability of several theories cultural anthropology provides on the nature of gameplay in general (Huizinga, 1938 ; Caillois, 1961) is our next point of interest. We are to use triangulation methodological approach to gathering empirical data by means of questionnaire, survey, interview and experimental method, and to provide detailed statistic analysis.

Izvorni jezik
Engleski

Znanstvena područja
Informacijske i komunikacijske znanosti, Filozofija



POVEZANOST RADA


Ustanove:
Sveučilište u Zadru

Profili:

Avatar Url Josip Ćirić (autor)

Citiraj ovu publikaciju:

Ćirić, Josip; Volarević, Domagoj; Mrkela, Lucija
The First Life: Some Aspects on Gamification in the Real World // DESIGN, INNOVATION, PARTICIPATION:BOBCATSSS 2015 Proceedings & Abstracts / Pavla Minaříková ; Lukáš Strouhal (ur.).
Brno: Flow, 2015. str. 92-96
Ćirić, J., Volarević, D. & Mrkela, L. (2015) The First Life: Some Aspects on Gamification in the Real World. U: Pavla Minaříková & Lukáš Strouhal (ur.) DESIGN, INNOVATION, PARTICIPATION:BOBCATSSS 2015 Proceedings & Abstracts. Brno, Flow, str. 92-96.
@inbook{inbook, author = {\'{C}iri\'{c}, Josip and Volarevi\'{c}, Domagoj and Mrkela, Lucija}, year = {2015}, pages = {92-96}, keywords = {gaming, gamification, future studies, personality traits}, isbn = {978-80-905480-7-7}, title = {The First Life: Some Aspects on Gamification in the Real World}, keyword = {gaming, gamification, future studies, personality traits}, publisher = {Flow}, publisherplace = {Brno} }
@inbook{inbook, author = {\'{C}iri\'{c}, Josip and Volarevi\'{c}, Domagoj and Mrkela, Lucija}, year = {2015}, pages = {92-96}, keywords = {gaming, gamification, future studies, personality traits}, isbn = {978-80-905480-7-7}, title = {The First Life: Some Aspects on Gamification in the Real World}, keyword = {gaming, gamification, future studies, personality traits}, publisher = {Flow}, publisherplace = {Brno} }




Contrast
Increase Font
Decrease Font
Dyslexic Font