Pregled bibliografske jedinice broj: 765658
The First Life: Some Aspects on Gamification in the Real World
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