This article introduces the concept of gamification and explores the contribution of the philosophy of science of behavior expressed in radical behaviorism to the process that creates involvement with the user. Bibliographic data are presented that justify and conceptualize the term gamification and its relationship with the radical behaviorism of Skinner. The gamified systems are presented as tool that can assist in changing behavior, both individual and collective, aiming at reinforcing behaviors considered positive for society
CITATION STYLE
Menezes, G. S., Tarachucky, L., Pellizzoni, R. C., Perassi, R., Gonçalves, M. M., Gomez, L. S. R., & Fialho, F. A. P. (2014). Reforço e recompensa: a Gamificação tratada sob uma abordagem behaviorista. Projetica, 5(2), 9. https://doi.org/10.5433/2236-2207.2014v5n2p9
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