Cargando…
Patterns Among 754 Gamification Cases: Content Analysis for Gamification Development
BACKGROUND: Gamification is one of the techniques that applies game elements, such as game mechanics and dynamics, to a nongame context (eg, management, education, marketing, and health care). A variety of methodologies have been published for developing gamification. However, some of these are only...
Autores principales: | , |
---|---|
Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
JMIR Publications
2018
|
Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6246973/ https://www.ncbi.nlm.nih.gov/pubmed/30401666 http://dx.doi.org/10.2196/11336 |
_version_ | 1783372415158452224 |
---|---|
author | Park, Sungjin Kim, Sangkyun |
author_facet | Park, Sungjin Kim, Sangkyun |
author_sort | Park, Sungjin |
collection | PubMed |
description | BACKGROUND: Gamification is one of the techniques that applies game elements, such as game mechanics and dynamics, to a nongame context (eg, management, education, marketing, and health care). A variety of methodologies have been published for developing gamification. However, some of these are only usable by people with a certain level of gamification knowledge. People who do not have such knowledge face difficulty in using game mechanics and experiencing enjoyment. To ease their difficulties, a gamification methodology should provide directions for using game mechanics. OBJECTIVE: This study aimed at collecting global gamification cases and determining patterns or differences among the collected cases. METHODS: In total, 754 cases were collected based on 4F process elements, such as play type, playful user experience (PLEX)–based fun factors, and game mechanics. In addition, the collected cases were classified into 6 categories. From the data analysis, basic statistics and correlation analyses (Pearson and Kendall) were conducted. RESULTS: According to the analysis results in PLEX-based fun factors, challenge and completion fun factors formed a large proportion among the 6 categories. In the results of the game mechanics analysis, point, leaderboard, and progress accounted for a large proportion among the 6 categories. The results of the correlation analysis showed no difference or specific patterns in game mechanics (Pearson r>.8, Kendall τ>.5, P<.05) and PLEX-based fun factors (Pearson r>.8, Kendall τ>.7, P<.05). CONCLUSIONS: On the basis of the statistical findings, this study suggests an appropriate number of PLEX-based fun factors and game mechanics. In addition, the results of this study should be used for people who do not have gamification knowledge and face difficulty using game mechanics and PLEX-based fun factors. |
format | Online Article Text |
id | pubmed-6246973 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2018 |
publisher | JMIR Publications |
record_format | MEDLINE/PubMed |
spelling | pubmed-62469732018-12-13 Patterns Among 754 Gamification Cases: Content Analysis for Gamification Development Park, Sungjin Kim, Sangkyun JMIR Serious Games Original Paper BACKGROUND: Gamification is one of the techniques that applies game elements, such as game mechanics and dynamics, to a nongame context (eg, management, education, marketing, and health care). A variety of methodologies have been published for developing gamification. However, some of these are only usable by people with a certain level of gamification knowledge. People who do not have such knowledge face difficulty in using game mechanics and experiencing enjoyment. To ease their difficulties, a gamification methodology should provide directions for using game mechanics. OBJECTIVE: This study aimed at collecting global gamification cases and determining patterns or differences among the collected cases. METHODS: In total, 754 cases were collected based on 4F process elements, such as play type, playful user experience (PLEX)–based fun factors, and game mechanics. In addition, the collected cases were classified into 6 categories. From the data analysis, basic statistics and correlation analyses (Pearson and Kendall) were conducted. RESULTS: According to the analysis results in PLEX-based fun factors, challenge and completion fun factors formed a large proportion among the 6 categories. In the results of the game mechanics analysis, point, leaderboard, and progress accounted for a large proportion among the 6 categories. The results of the correlation analysis showed no difference or specific patterns in game mechanics (Pearson r>.8, Kendall τ>.5, P<.05) and PLEX-based fun factors (Pearson r>.8, Kendall τ>.7, P<.05). CONCLUSIONS: On the basis of the statistical findings, this study suggests an appropriate number of PLEX-based fun factors and game mechanics. In addition, the results of this study should be used for people who do not have gamification knowledge and face difficulty using game mechanics and PLEX-based fun factors. JMIR Publications 2018-11-06 /pmc/articles/PMC6246973/ /pubmed/30401666 http://dx.doi.org/10.2196/11336 Text en ©Sungjin Park, Sangkyun Kim. Originally published in JMIR Serious Games (http://games.jmir.org), 06.11.2018. https://creativecommons.org/licenses/by/4.0/This is an open-access article distributed under the terms of the Creative Commons Attribution License (https://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work, first published in JMIR Serious Games, is properly cited. The complete bibliographic information, a link to the original publication on http://games.jmir.org, as well as this copyright and license information must be included. |
spellingShingle | Original Paper Park, Sungjin Kim, Sangkyun Patterns Among 754 Gamification Cases: Content Analysis for Gamification Development |
title | Patterns Among 754 Gamification Cases: Content Analysis for Gamification Development |
title_full | Patterns Among 754 Gamification Cases: Content Analysis for Gamification Development |
title_fullStr | Patterns Among 754 Gamification Cases: Content Analysis for Gamification Development |
title_full_unstemmed | Patterns Among 754 Gamification Cases: Content Analysis for Gamification Development |
title_short | Patterns Among 754 Gamification Cases: Content Analysis for Gamification Development |
title_sort | patterns among 754 gamification cases: content analysis for gamification development |
topic | Original Paper |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6246973/ https://www.ncbi.nlm.nih.gov/pubmed/30401666 http://dx.doi.org/10.2196/11336 |
work_keys_str_mv | AT parksungjin patternsamong754gamificationcasescontentanalysisforgamificationdevelopment AT kimsangkyun patternsamong754gamificationcasescontentanalysisforgamificationdevelopment |