TY - JOUR
T1 - Proposal of an assessment framework for gamified environments
T2 - A case study
AU - Gasca-Hurtado, Gloria Piedad
AU - Gómez-Álvarez, María Clara
AU - Muñoz, Mirna
AU - Mejía, Jezreel
N1 - Funding Information:
This work is sponsored by Universidad de Medellín (Colombia) and Mathematics Research Center CIMAT (México) through the Research Project Teaching-learning methodology of PSP/TSP as an initiative to improve the quality and productivity levels of software development teams.
Publisher Copyright:
© 2019 Institution of Engineering and Technology. All Rights Reserved.
Copyright:
Copyright 2019 Elsevier B.V., All rights reserved.
PY - 2019/4/1
Y1 - 2019/4/1
N2 - Gamification is used in several contexts, such as marketing, education, and public health. The authors implement gamification to promote a dynamic environment relative to software process improvement. However, well-established theoretical guidelines to design gamified experiences are lacking. The authors propose a framework to assess gamified environments, identify and adopt gamification principles, as well as design gamified activities. The proposed framework helps users create gamified experiences that satisfy the purposes, goals, principles, and elements defined as fundamental gamification components. Here, the authors apply the proposed framework to a video scrum simulation to assess the adoption of gamification principles. The case study includes identification of gamification principles incorporated in the video scrum and their relationships to the elements of the mechanics, dynamics, and emotions framework. The results show that the game elements defined in the design layer of the proposed framework were realised in the video scrum simulation.
AB - Gamification is used in several contexts, such as marketing, education, and public health. The authors implement gamification to promote a dynamic environment relative to software process improvement. However, well-established theoretical guidelines to design gamified experiences are lacking. The authors propose a framework to assess gamified environments, identify and adopt gamification principles, as well as design gamified activities. The proposed framework helps users create gamified experiences that satisfy the purposes, goals, principles, and elements defined as fundamental gamification components. Here, the authors apply the proposed framework to a video scrum simulation to assess the adoption of gamification principles. The case study includes identification of gamification principles incorporated in the video scrum and their relationships to the elements of the mechanics, dynamics, and emotions framework. The results show that the game elements defined in the design layer of the proposed framework were realised in the video scrum simulation.
UR - http://www.scopus.com/inward/record.url?scp=85063873687&partnerID=8YFLogxK
U2 - 10.1049/iet-sen.2018.5084
DO - 10.1049/iet-sen.2018.5084
M3 - Artículo
AN - SCOPUS:85063873687
SN - 1751-8806
VL - 13
SP - 122
EP - 128
JO - IET Software
JF - IET Software
IS - 2
ER -