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Gamification: Analysis and Application

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New Trends in Interaction, Virtual Reality and Modeling

Abstract

In this chapter, we present a method for applying gamification as a tool to improve the participation and motivation of people in performing different tasks. We analyse what are the psychological and social motivations of human beings and what game mechanics can help to satisfy these needs. In the same way, we propose a method for analysing the effectiveness of gamification based on a quality service model and the metrics associated with the properties of the playability as a measure of fun induced by the process of gamification.

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Acknowledgments

This work is financed by the Ministry of Science and Innovation, Spain, as part of VIDECO Project (TIN2011-26928).

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Correspondence to Andrés Francisco-Aparicio .

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Francisco-Aparicio, A., Gutiérrez-Vela, F.L., Isla-Montes, J.L., Sanchez, J.L.G. (2013). Gamification: Analysis and Application. In: Penichet, V., Peñalver, A., Gallud, J. (eds) New Trends in Interaction, Virtual Reality and Modeling. Human–Computer Interaction Series. Springer, London. https://doi.org/10.1007/978-1-4471-5445-7_9

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  • DOI: https://doi.org/10.1007/978-1-4471-5445-7_9

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