2016
DOI: 10.1007/978-3-319-29553-4_2
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A Make-Believe Narrative for HCI

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Cited by 4 publications
(1 citation statement)
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“…Immersion, in the Klapztein and Cipolla (2016) context, refers to the system usage stage at whichpeoplestartgettingbenefitsfromthesystem.Inthecaseofagamifiedsystem,itcanalso meanimmersioninthegamingsense,i.e.,thattheuser 'sprimaryperceptionfocusesontheactivity itself,nottheperceivedbenefitsthatcanbegainedbyusingit(aspere.g.,Ermi&Mäyrä,2005;Turner, 2016; see also Hamari et al, 2016). Nevertheless, the instrumental benefits of using the systemmustbealignedwiththeplayatthispoint.Ifthisisnotdone,playerswillquicklyfeelasense ofdissonancebetweenthegamifiedsystemandthegoals,andtheymaybecomemorelikelytostop playing (Schrier,2016).…”
Section: An Outline For the Governmental Gamification Processmentioning
confidence: 99%
“…Immersion, in the Klapztein and Cipolla (2016) context, refers to the system usage stage at whichpeoplestartgettingbenefitsfromthesystem.Inthecaseofagamifiedsystem,itcanalso meanimmersioninthegamingsense,i.e.,thattheuser 'sprimaryperceptionfocusesontheactivity itself,nottheperceivedbenefitsthatcanbegainedbyusingit(aspere.g.,Ermi&Mäyrä,2005;Turner, 2016; see also Hamari et al, 2016). Nevertheless, the instrumental benefits of using the systemmustbealignedwiththeplayatthispoint.Ifthisisnotdone,playerswillquicklyfeelasense ofdissonancebetweenthegamifiedsystemandthegoals,andtheymaybecomemorelikelytostop playing (Schrier,2016).…”
Section: An Outline For the Governmental Gamification Processmentioning
confidence: 99%