Potential of Game-based Elements in Non-gaming Interaction Design从游戏到交互设计

In my Game Design and Digital Production course, I was asked to experience the process of submitting a paper to a conference. I submitted my paper to a conference which will be held in Japan. (one of my dream place for traveling).

What I would like to say in this blog is that after I researched the area about ‘Gamification’, I did generate some good ideas.

Human are living in an interactive world; every day we interact and receive feedback from one another. Sice technology has already been a sweeping part of our everyday lives, Human-computer Interaction attracts  both designers and developers’ attention. Meanwhile, video games as the fastest growing sector of interactive systems, encourage game researchers to consider more ‘useful’ rather than ‘playful’. Non-gaming interactive design as a branch of Human-computer Interaction, focuses on ‘usability’ than  ‘playability’. I referedSebastian et al,which offered self-representation with avatars, rank and levels and competition under rules these three game-based elements, adjusted them to role-playing, achievement systems and randomization, in order to better explain their potentials in non-gaming interaction design field.

Role-playing

informational storytelling–>deep customizability–>non-gaming interaction community.

Examples such as Call of duty, The world of Warcraft, ArcGIS user interface, Second Life

Achievement System

Motivation–>Motivational Affordance

Randomization

Expectation–>Prediction–>Relevance

最后编辑于
©著作权归作者所有,转载或内容合作请联系作者
平台声明:文章内容(如有图片或视频亦包括在内)由作者上传并发布,文章内容仅代表作者本人观点,简书系信息发布平台,仅提供信息存储服务。

推荐阅读更多精彩内容