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4.4
Motivation
The motivation of a user c
For instance, the designer m
source of motivation by e
intrinsic motivation. While
motivation of the users wil
the users motivation to beg
This has been evident with
motivating tasks [17]. For
already intrinsically motiva
with a reward for drawing
do, their desire to draw red
extrinsic rewards, the desi
identified in more detail, es
change (i.e. healthier lifest
within a learning context,
encouraging extrinsic motiv
As mentioned previously, t
be purely obtained and coll
checking for grammatical e
can influence the design of a gamified approach two-fo
must determine if the gamified application is providing
extrinsic incentives or is it facilitating and encourag
the latter is harder to design for, determining whether
l be intrinsic or extrinsic can not only affect and influe
gin with but also the longevity of the gamified approa
h the implementation of unnecessary rewards for alre
r example, [17] outlines a study of children who w
ated to draw. However, when the children were introdu
- a task that they were already intrinsically motivated
duced. Therefore, if the motivation is focusing heavily
gn approach may need to be reconsidered and the us
specially if the approach is aimed at a long-term behavi
tyle). When designing a gamified approach to be appl
, considering if the chosen element and mechanics
vation is another example that may be an area of conce
this could be the difference between providing a badge
lected by a student as opposed to linking it to behavior l
errors, thus encouraging more thorough proof reading.
old.
the
ging
the
ence
ach.
eady
were
uced
d to
y on
sers
iour
lied
are
ern.
e to
like
4.5
Mystery Cards
These cards can be used for
as part of the gamified appr
r any other elements that the designer wishes to incorpor
roach.
rate
Fig. 3.
Paper (left) and wooden (right) prototype
To use these cards toget
cards and identify their targ
location). Secondly, the de
is to take place such as
development etc. Next, the
kind of motivation that the
the user (i.e. healthier lifes
Lastly they will identify w
ther, a designer would first select the User Considerati
get audience (i.e. basic demographics such as age, gend
signer would identify the Context of which their appro
s business, marketing, education, professional/perso
ey would select the Motivation card and determine w
ey aiming for such as long-term or short-term, to deve
style) or to modify their behaviour (i.e. customer loyal
what kind of elements and mechanics they would use
ions
der,
oach
onal
what
elop
lty).
e to
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