Spelifikasie (Engels: gamification) is die strategiese poging om stelsels, dienste, organisasies en aktiwiteite te verbeter om soortgelyke ervarings te skep as dié wat ervaar word tydens speletjies om gebruikers te motiveer en te betrek.[1] Dit word gewoonlik bewerkstellig deur die toepassing van spelontwerpelemente en spelbeginsels (dinamika en meganika) in nie-spelkontekste.[2][3] Dit kan ook gedefinieer word as 'n stel aktiwiteite en prosesse om probleme op te los deur die eienskappe van spelelemente te gebruik of toe te pas. Spelifikasie gebruik gewoonlik spelontwerpelemente [4][2][5][6][3] om gebruikersbetrokkenheid te verbeter, [7][8][9] organisatoriese produktiwiteit,[10] vloei-sielkunde,[11][12] leer , [13][14] skarebefondsing,[15] kennisbehoud, [16] werwing en evaluering van werknemers, gebruiksgemak, bruikbaarheid van stelsels, [12][17][18] liggaamlike oefening,[19] verkeersoortredings, [20] kiesersapatie,[21][22] openbare houding oor alternatiewe energie, [23] en meer. 'n Literatuurstudie van navorsing oor spelifikasie toon dat die meeste studies oor spelifikasie bevind dat dit 'n positiewe uitwerking op individue het.[5] Daar bestaan egter individuele en kontekstuele verskille.[24]

Verwysings wysig

  1. Hamari, J. (2019). Gamification. Blackwell Pub, In The Blackwell Encyclopedia of Sociology, Malden. bl. 1-3. https://doi.org/10.1002/9781405165518.wbeos1321
  2. 2,0 2,1 (2011) "From game design elements to gamefulness: Defining "gamification"" in Proceedings of the 15th International Academic MindTrek Conference.: 9–15. doi:10.1145/2181037.2181040. 
  3. 3,0 3,1 Robson, K., Plangger, K., Kietzmann, J., McCarthy, I. & Pitt, L. (2015). "Is it all a game? Understanding the principles of gamification". Business Horizons. 58 (4): 411–420. doi:10.1016/j.bushor.2015.03.006.{{cite journal}}: AS1-onderhoud: gebruik authors-parameter (link)
  4. Huotari, K., & Hamari, J. (2012). "Defining Gamification – A Service Marketing Perspective". Proceedings of the 16th International Academic MindTrek Conference 2012, Tampere, Finland, October 3–5.{{cite journal}}: AS1-onderhoud: gebruik authors-parameter (link)
  5. 5,0 5,1 Hamari, Juho; Koivisto, Jonna; Sarsa, Harri (2014). "Does Gamification Work? – A Literature Review of Empirical Studies on Gamification". Proceedings of the 47th Hawaii International Conference on System Sciences, Hawaii, USA, January 6–9: 3025–3034. doi:10.1109/HICSS.2014.377. ISBN 978-1-4799-2504-9. S2CID 8115805.
  6. "Gamification Design Elements". Enterprise-Gamification.com. Geargiveer vanaf die oorspronklike op 17 Oktober 2014. Besoek op 7 Oktober 2014.
  7. Hamari, Juho (2013). "Transforming Homo Economicus into Homo Ludens: A Field Experiment on Gamification in a Utilitarian Peer-To-Peer Trading Service". Electronic Commerce Research and Applications. 12 (4): 236–245. doi:10.1016/j.elerap.2013.01.004.
  8. Hamari, Juho (2015). "Do badges increase user activity? A field experiment on the effects of gamification". Computers in Human Behavior. 71: 469–478. doi:10.1016/j.chb.2015.03.036.
  9. Ruhi, Umar (1 Januarie 2015). "Level Up Your Strategy: Towards a Descriptive Framework for Meaningful Enterprise Gamification". Technology Innovation Management Review. 5 (8): 5–16. arXiv:1605.09678. Bibcode:2016arXiv160509678R. doi:10.22215/timreview/918. ISSN 1927-0321. S2CID 4643782.
  10. Zichermann, Gabe; Cunningham, Christopher (Augustus 2011). "Introduction". Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps (1st uitg.). Sebastopol, California: O'Reilly Media. p. xiv. ISBN 978-1-4493-1539-9. Besoek op 10 Desember 2012.
  11. Hamari, J., & Koivisto, J. (2014). "Measuring Flow in Gamification: Dispositional Flow Scale-2". Computers in Human Behavior. 40: 133–134. doi:10.1016/j.chb.2014.07.048.{{cite journal}}: AS1-onderhoud: gebruik authors-parameter (link)
  12. 12,0 12,1 (2012) "Gamification of ERP Systems-Exploring Gamification Effects on User Acceptance Constructs" in Multikonferenz Wirtschaftsinformatik 2012 (MKWI'12).: 793–804.  Geargiveer 11 Junie 2016 op Wayback Machine
  13. Hamari, J., Shernoff, D. J., Rowe, E., Coller. B., Asbell-Clarke, J., & Edwards, T. (2014). "Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning". Computers in Human Behavior. 54: 133–134. doi:10.1016/j.chb.2015.07.045.{{cite journal}}: AS1-onderhoud: gebruik authors-parameter (link)
  14. Herger, Mario (17 Julie 2014). "Gamification Facts & Figures". Enterprise-Gamification.com. Geargiveer vanaf die oorspronklike op 9 Augustus 2014. Besoek op 27 Julie 2014.
  15. Morschheuser, Benedikt; Hamari, Juho; Koivisto, Jonna (2016). "Gamification in crowdsourcing: A review". Proceedings of the 49th Hawaii International Conference on System Sciences, Hawaii, USA, January 5–8: 4375–4384. doi:10.1109/HICSS.2016.543. ISBN 978-0-7695-5670-3. S2CID 29654897.
  16. Dincelli, Ersin; Chengalur-Smith, InduShobha (2020). "Choose your own training adventure: Designing a gamified SETA artefact for improving information security and privacy through interactive storytelling". European Journal of Information Systems. 29 (6): 669–687. doi:10.1080/0960085X.2020.1797546.
  17. Hamari, Juho; Koivisto, Jonna (2015). "Why do people use gamification services?". International Journal of Information Management. 35 (4): 419–431. doi:10.1016/j.ijinfomgt.2015.04.006.
  18. Philipp Herzig (2014). "Gamification as a Service".. 
  19. Hamari, Juho; Koivisto, Jonna (2015). ""Working out for likes": An empirical study on social influence in exercise gamification". Computers in Human Behavior. 50: 333–347. doi:10.1016/j.chb.2015.04.018.
  20. "The Speed Camera Lottery". TheFunTheory. Besoek op 7 Julie 2015.
  21. Furbert, Tinee (4 Julie 2017). "Senator Furbert Educates Voters With Social App". BerNews Bermuda. Besoek op 29 Januarie 2021.
  22. "Rethinking Elections With Gamification". HuffingtonPost. Besoek op 7 Julie 2015.
  23. Beck, Ariane; Rai, Varun (2016). "Serious Games in Breaking Informational Barriers in Solar Energy". SSRN. doi:10.2139/ssrn.2816852.
  24. Koivisto, Jonna; Hamari, Juho (2015). "Demographic differences in perceived benefits from gamification". Computers in Human Behavior. 35: 179–188. doi:10.1016/j.chb.2014.03.007.
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