Gamification as a Process Class: The Dialetic of user Interaction

Authors

  • Washington Sales do Monte
  • Elis Regina Monte Feitosa
  • Mércia Cristiley Barreto Viana
  • Alexsandra Bezerra da Rocha
  • Robelius De-Bortoli

Abstract

The study of gamification as a process has been growing in a multidisciplinary way in various areas of knowledge, being applied to the development of products, services and interaction with users in a search to make their experience more meaningful and promote the change of their behavior. This paper aims to present a dialectical view on the concept of gamification as a process of its relationship with changing user behavior. Descriptive research, which used as analysis the dialectical method divided into three moments, syncresis, analysis and synthesis. The revision of the texts concludes with an interdisciplinary view of gamification as a process, as well as its development is linked to the intrinsic, extrinsic motivations and the behavioral change of users, especially when they are inserted actions and activities, whether products or services. Gamification it is not just a set of methods or game mechanics, but a process that increases the likelihood of user experiences seeking their behavior change.

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Published

2019-10-06

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Section

Articles

How to Cite

Monte, W. S. do, Feitosa, E. R. M., Viana, M. C. B., Rocha, A. B. da, & De-Bortoli, R. (2019). Gamification as a Process Class: The Dialetic of user Interaction. International Journal of Advanced Engineering Research and Science, 6(10). https://journal-repository.com/index.php/ijaers/article/view/876