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The First Life: Some Aspects on Gamification in the Real World (CROSBI ID 54301)

Prilog u knjizi | izvorni znanstveni rad

Ćirić, Josip ; Volarević, Domagoj ; Mrkela, Lucija The First Life: Some Aspects on Gamification in the Real World // DESIGN, INNOVATION, PARTICIPATION:BOBCATSSS 2015 Proceedings & Abstracts / Pavla Minaříková ; Lukáš Strouhal (ur.). Brno: Flow, 2015. str. 92-96

Podaci o odgovornosti

Ćirić, Josip ; Volarević, Domagoj ; Mrkela, Lucija

engleski

The First Life: Some Aspects on Gamification in the Real World

Future studies have considered (Weiser, 1991 ; Kaku, 2011) the implications ubiquitous computing might have on our everyday lives for some time now. Recent studies on gamer population and gamification are based upon various disciplines like information science (Miller, 2013 ; Rasmusen, 2005), and psychology (Bailey et. al., 2012 ; Brühlmann, 2013). Gamification (Hamari et al., 2014) refers to transforming mundane activities into the form of gameplay ; ubiquitous computing refers to pervasiveness of computers into almost every minutia of our lives. It would be interesting to investigate into perception of interactions those two trends may provide, as well as into some psychological and sociological variables that may shed a light on how such perceptions and attitudes are formed. We will focus our research on interactions between some personality traits (using Hexaco model), gaming behaviour (including variables like genre preferences, emotional and economic investment, community dedication, visual art and soundtrack appreciation), gamer’s demography (sex, education, socio- economic status). What sort of influence those variables might have on subject’s attitudes toward some future studies’ predictions considering ubiquitous computing, gamification of every day activities, and acceptability of several theories cultural anthropology provides on the nature of gameplay in general (Huizinga, 1938 ; Caillois, 1961) is our next point of interest. We are to use triangulation methodological approach to gathering empirical data by means of questionnaire, survey, interview and experimental method, and to provide detailed statistic analysis.

gaming, gamification, future studies, personality traits

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Podaci o prilogu

92-96.

objavljeno

Podaci o knjizi

DESIGN, INNOVATION, PARTICIPATION:BOBCATSSS 2015 Proceedings & Abstracts

Pavla Minaříková ; Lukáš Strouhal

Brno: Flow

2015.

978-80-905480-7-7

Povezanost rada

Informacijske i komunikacijske znanosti, Filozofija