The prevalence of Information and Communication Technologies (ICTs) has intensified information and communication broadcast, both in digital and real life, while it raises several risks and concerns. In this respect, several types of research have shown that users’ awareness increase is of major importance, focusing on the crucial role of educational and compelling interaction environments. Towards this, respective literature highlights the role of gamification- the use of game design elements in applications that are not games- in several domains such as education, marketing, health, showing that users’ engagement in applications, where gamification techniques are applied, has been increased. Gamified applications aim to motivate users to use technology and to increase the quantity and quality of the given activities’ output. This paper examines existing implications regarding gamification, focusing on the field of Cultural Informatics, since gamified applications are already utilised so as culture to be disseminated. The paper aims to enhance literature, by presenting gamification utilisation more methodically within Cultural Informatics.
The prevalence
of Information and Communication Technologies (ICTs) has intensified
information and communication broadcast, both in digital and real life, while it raises several risks and concerns.
In this respect, several types of research have shown that users’ awareness
increase is of major importance, focusing on the crucial role of educational
and compelling interaction environments. Towards this, respective literature
highlights the role of gamification- the use of game design elements in applications that are not games- in
several domains such as education, marketing, health, showing that users’
engagement in applications, where gamification techniques are applied, has been
increased. Gamified
applications aim to motivate users to use technology and to increase the
quantity and quality of the given activities’ output. This paper examines
existing implications regarding gamification, focusing on the field of Cultural
Informatics, since gamified applications are already utilised so as culture to
be disseminated. The paper aims to enhance literature, by presenting gamification
utilisation more methodically within Cultural Informatics.
Primary Language | English |
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Subjects | Communication and Media Studies |
Journal Section | Articles |
Authors | |
Publication Date | November 30, 2018 |
Published in Issue | Year 2018 Volume: 1 Issue: 2 |