Gamification, elements of games and strategy: a reference matrix
DOI:
https://doi.org/10.11606/issn.2178-2075.v6i2p44-65Keywords:
Gamification elements. Segments for gamification. Game mechanics. Game dynamics. Game components.Abstract
Investigations about gamification - understood as the use of game design elements in no game contexts – could be suitable to the issue of information architecture as far as the engagement aspect is concerned. The study presents a reference matrix for gamification applications based on a framework of game elements (dynamics, mechanics and components) seeking relations with segments/application areas that could make use of the gamification process. Besides the bibliographical research, some Grounded Theory techniques were used to gather, prepare and analyze data. Intermediate matrices allowed the discussion about aspects related to components, mechanics and game dynamics and the different segments/areas identified. The main matrix may serve as a reference model for gamification applications bearing in mind that different sets of elements may be combined in various ways; and that each segment/area has a potential set of combinations that depend on the clarity of business objectives. For example, the use of the "narratives" dynamics in the Education and Training segment could help not only the players, but also the developers regarding the stimulus, motivation and engagement needed to promote a teaching/learning process. Within the context of information architecture, the game mechanics is the critical element for engagement underpinning the play style and working directly on the user's perception. Future studies may add to this matrix previous information from users - which would affect the development of gamification applications - as well as information derived from the activity of the players, as cutouts towards a wide strategic proposal.
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