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