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Points and the Delivery of Gameful Experiences in a Gamified Environment: Framework Development and Case Analysis
BACKGROUND: Points represent one of the most widely used game mechanics in gamification. They have been used as a means to provide feedback to users. They visually show user performance and are used along with other game mechanics to produce synergy effects. However, using points without analyzing t...
Autores principales: | , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
JMIR Publications
2022
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9562056/ https://www.ncbi.nlm.nih.gov/pubmed/36173674 http://dx.doi.org/10.2196/35907 |
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author | Park, Sungjin Kim, Sangkyun |
author_facet | Park, Sungjin Kim, Sangkyun |
author_sort | Park, Sungjin |
collection | PubMed |
description | BACKGROUND: Points represent one of the most widely used game mechanics in gamification. They have been used as a means to provide feedback to users. They visually show user performance and are used along with other game mechanics to produce synergy effects. However, using points without analyzing the application environment and targets adversely affects users. OBJECTIVE: This study aims to identify the problems that users encounter when points are applied improperly, to solve problems based on an analysis of previous studies and actual point use cases, and to develop a point design framework to deliver gameful experiences. METHODS: Three problems were identified by analyzing previous studies. The first problem is points that only accumulate. The second is points that emphasize a user’s difference from other people. The third pertains to the reward distribution problem that occurs when points are used as rewards. RESULTS: We developed a framework by deriving 3 criteria for applying points. The first criterion is based on the passive acquisition approach and the active use approach. The second criterion is used to classify points as “high/low” and “many/few” types. The third criterion is the classification of personal reward points and group reward points based on segmentation of the reward criteria. We developed 8 types of points based on the derived point design framework. CONCLUSIONS: We expect that some of the problems that users experience when using points can be solved. Furthermore, we expect that some of the problems that arise when points are used as rewards, such as pointsification and the overjustification effect, can be solved. By solving such problems, we suggest a direction that enables a gameful experience for point users and improves the core value delivery through gameful experiences. We also suggest a gameful experience delivery method in the context of the ongoing COVID-19 pandemic. |
format | Online Article Text |
id | pubmed-9562056 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2022 |
publisher | JMIR Publications |
record_format | MEDLINE/PubMed |
spelling | pubmed-95620562022-10-15 Points and the Delivery of Gameful Experiences in a Gamified Environment: Framework Development and Case Analysis Park, Sungjin Kim, Sangkyun JMIR Serious Games Original Paper BACKGROUND: Points represent one of the most widely used game mechanics in gamification. They have been used as a means to provide feedback to users. They visually show user performance and are used along with other game mechanics to produce synergy effects. However, using points without analyzing the application environment and targets adversely affects users. OBJECTIVE: This study aims to identify the problems that users encounter when points are applied improperly, to solve problems based on an analysis of previous studies and actual point use cases, and to develop a point design framework to deliver gameful experiences. METHODS: Three problems were identified by analyzing previous studies. The first problem is points that only accumulate. The second is points that emphasize a user’s difference from other people. The third pertains to the reward distribution problem that occurs when points are used as rewards. RESULTS: We developed a framework by deriving 3 criteria for applying points. The first criterion is based on the passive acquisition approach and the active use approach. The second criterion is used to classify points as “high/low” and “many/few” types. The third criterion is the classification of personal reward points and group reward points based on segmentation of the reward criteria. We developed 8 types of points based on the derived point design framework. CONCLUSIONS: We expect that some of the problems that users experience when using points can be solved. Furthermore, we expect that some of the problems that arise when points are used as rewards, such as pointsification and the overjustification effect, can be solved. By solving such problems, we suggest a direction that enables a gameful experience for point users and improves the core value delivery through gameful experiences. We also suggest a gameful experience delivery method in the context of the ongoing COVID-19 pandemic. JMIR Publications 2022-09-29 /pmc/articles/PMC9562056/ /pubmed/36173674 http://dx.doi.org/10.2196/35907 Text en ©Sungjin Park, Sangkyun Kim. Originally published in JMIR Serious Games (https://games.jmir.org), 29.09.2022. 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 https://games.jmir.org, as well as this copyright and license information must be included. |
spellingShingle | Original Paper Park, Sungjin Kim, Sangkyun Points and the Delivery of Gameful Experiences in a Gamified Environment: Framework Development and Case Analysis |
title | Points and the Delivery of Gameful Experiences in a Gamified Environment: Framework Development and Case Analysis |
title_full | Points and the Delivery of Gameful Experiences in a Gamified Environment: Framework Development and Case Analysis |
title_fullStr | Points and the Delivery of Gameful Experiences in a Gamified Environment: Framework Development and Case Analysis |
title_full_unstemmed | Points and the Delivery of Gameful Experiences in a Gamified Environment: Framework Development and Case Analysis |
title_short | Points and the Delivery of Gameful Experiences in a Gamified Environment: Framework Development and Case Analysis |
title_sort | points and the delivery of gameful experiences in a gamified environment: framework development and case analysis |
topic | Original Paper |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9562056/ https://www.ncbi.nlm.nih.gov/pubmed/36173674 http://dx.doi.org/10.2196/35907 |
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