Publication Date:
2019
Short description:
Gamification and Accessibility / Furini, Marco; Mirri, Silvia; Montangero, Manuela. - (2019), pp. 1-5. ( 16th IEEE Annual Consumer Communications and Networking Conference, CCNC 2019 usa 2019) [10.1109/CCNC.2019.8651750].
abstract:
Many different environments are looking at gamification to improve education, business, tourism, smart-cities management, etc. Despite its popularity, and despite the availability of many studies that propose approaches to transform a non-game activity into a game, a gamification strategy guideline is missing. Usually, the proposed methods are too general to be effective (e.g., simple rules, incentive mechanisms such as scores or vague prizes). In a society where algorithms personalize everything, and where people with different impairments (either technological or physical) are present, it is important to also understand peoples preferences in terms of games. In this paper, through a questionnaire filled by 22 people, we show that the game preferences (rules, mechanics, focus, motivations, and gaming environment) are assistive-technology dependent. These preferences can be used to customize the gamification process and therefore the study might be helpful to develop effective gamification strategies.
Iris type:
Relazione in Atti di Convegno
Keywords:
Electrical and Electronic Engineering; Computer Networks and Communications
List of contributors:
Furini, Marco; Mirri, Silvia; Montangero, Manuela
Book title:
2019 16th IEEE Annual Consumer Communications and Networking Conference, CCNC 2019
Published in: