We aim at determining Gamification contribution to non-ludic systems. We analyze HCI design evolution and the theories using game design in that scope to finally introduce Gamification. We state that it is perceived through graphics and persuasion concepts without considering usefulness. To demonstrate that, we ask 10 HCI designers to identify and categorize the elements which induce a ludic spirit on Gamification systems. The results show that Graphics and Persuasion aspects are associated with Perceived Gamification, while Usefulness is not. The content and functions associated with the categories are specified. We state that Gamification can become a decisive factor for the design of a successful human-technology relationship beyond classic theories of technology adoption and use. We then question its contribution. © 2013 Springer-Verlag Berlin Heidelberg.
CITATION STYLE
Marache-Francisco, C., & Brangier, E. (2013). Perception of gamification: Between graphical design and persuasive design. In Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) (Vol. 8013 LNCS, pp. 558–567). Springer Verlag. https://doi.org/10.1007/978-3-642-39241-2_61
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