2017
DOI: 10.1016/j.chb.2015.02.048
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Designing interactive systems through a game lens: An ethnographic approach

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Cited by 77 publications
(54 citation statements)
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“…However, using only extrinsic rewards should be carefully considered, because of a potential detrimental effect on the users' intrinsic motivation, impoverishing the overall experience the system can provide (Deci et al, 1999). Nevertheless, how to employ game elements to elicit also intrinsic motivations in non-game contexts is started to be investigated: by leveraging the social aspects of games, such as cooperation among groups, and by providing rewards that incorporate different values, such as power and reputation, it is possible to satisfy the needs of competence, autonomy and relatedness that support the development of intrinsic motivations (Rapp, 2015). In this manner, it is possible to foresee different gamification strategies along the user journey, where in the first stages extrinsic rewards can quickly involve users, and in the later ones intrinsic motivations can support a long-standing engagement.…”
Section: Using Datamentioning
confidence: 99%
“…However, using only extrinsic rewards should be carefully considered, because of a potential detrimental effect on the users' intrinsic motivation, impoverishing the overall experience the system can provide (Deci et al, 1999). Nevertheless, how to employ game elements to elicit also intrinsic motivations in non-game contexts is started to be investigated: by leveraging the social aspects of games, such as cooperation among groups, and by providing rewards that incorporate different values, such as power and reputation, it is possible to satisfy the needs of competence, autonomy and relatedness that support the development of intrinsic motivations (Rapp, 2015). In this manner, it is possible to foresee different gamification strategies along the user journey, where in the first stages extrinsic rewards can quickly involve users, and in the later ones intrinsic motivations can support a long-standing engagement.…”
Section: Using Datamentioning
confidence: 99%
“…Sustain user motivation by leveraging intrinsic motivation into a playful experience: Use game elements and small rewards to support different stages of self-monitoring; thus it is possible to meet user needs for autonomy, competence, and relatedness that support the development of intrinsic motivation [50].…”
mentioning
confidence: 99%
“…With the partial exception of [14], categorizations built on empirical data are almost absent in the current gami cation debate. As a consequence, designers continue to apply a limited variety of game elements, commonly points, badges and leaderboards, indiscriminately to di erent domains, in the hope that they will provoke more or less the same kind of e ects [13]: the lack of an empirical base, in fact, undermines any possibility of predicting the possible impact of speci c design elements on user's behavior. Although some research tried to tailor gami cation to speci c users' characteristics [12], personalized gami ed design has been limited to abstract model of behavior or motivation (e.g.…”
Section: Motivationmentioning
confidence: 99%