Park Sungjin, Kim Sangkyun
Management of Technology Lab, Department of Industrial Engineering and Energy Research, Kangwon National University, Chuncheon, Republic Of Korea.
JMIR Serious Games. 2018 Nov 6;6(4):e11336. doi: 10.2196/11336.
Gamification is one of the techniques that applies game elements, such as game mechanics and dynamics, to a nongame context (eg, management, education, marketing, and health care). A variety of methodologies have been published for developing gamification. However, some of these are only usable by people with a certain level of gamification knowledge. People who do not have such knowledge face difficulty in using game mechanics and experiencing enjoyment. To ease their difficulties, a gamification methodology should provide directions for using game mechanics.
This study aimed at collecting global gamification cases and determining patterns or differences among the collected cases.
In total, 754 cases were collected based on 4F process elements, such as play type, playful user experience (PLEX)-based fun factors, and game mechanics. In addition, the collected cases were classified into 6 categories. From the data analysis, basic statistics and correlation analyses (Pearson and Kendall) were conducted.
According to the analysis results in PLEX-based fun factors, challenge and completion fun factors formed a large proportion among the 6 categories. In the results of the game mechanics analysis, point, leaderboard, and progress accounted for a large proportion among the 6 categories. The results of the correlation analysis showed no difference or specific patterns in game mechanics (Pearson r>.8, Kendall τ>.5, P<.05) and PLEX-based fun factors (Pearson r>.8, Kendall τ>.7, P<.05).
On the basis of the statistical findings, this study suggests an appropriate number of PLEX-based fun factors and game mechanics. In addition, the results of this study should be used for people who do not have gamification knowledge and face difficulty using game mechanics and PLEX-based fun factors.
游戏化是一种将游戏元素(如游戏机制和动态)应用于非游戏情境(如管理、教育、营销和医疗保健)的技术。已经发表了多种用于开发游戏化的方法。然而,其中一些方法仅适用于具有一定游戏化知识水平的人。没有此类知识的人在使用游戏机制和体验乐趣方面面临困难。为了缓解他们的困难,一种游戏化方法应该提供使用游戏机制的指导。
本研究旨在收集全球游戏化案例,并确定所收集案例之间的模式或差异。
总共基于4F过程元素(如游戏类型、基于趣味性用户体验(PLEX)的乐趣因素和游戏机制)收集了754个案例。此外,所收集的案例被分为6类。通过数据分析,进行了基本统计和相关性分析(Pearson和Kendall)。
根据基于PLEX的乐趣因素的分析结果,挑战和完成乐趣因素在6类中占很大比例。在游戏机制分析结果中,点数、排行榜和进度在6类中占很大比例。相关性分析结果显示,游戏机制(Pearson r>.8,Kendall τ>.5,P<.05)和基于PLEX的乐趣因素(Pearson r>.8,Kendall τ>.7,P<.05)之间没有差异或特定模式。
基于统计结果,本研究提出了适当数量的基于PLEX的乐趣因素和游戏机制。此外,本研究结果应用于那些没有游戏化知识且在使用游戏机制和基于PLEX的乐趣因素方面面临困难的人。