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Integrating Gamification with BIM for Enhancing Participatory Design

Cilt: 5 Sayı: 2 30 Eylül 2024
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Integrating Gamification with BIM for Enhancing Participatory Design

Öz

The combination of gamification and Building Information Modeling (BIM) can be described to support user participation, decision-making, and collaboration in design contexts. Within this aim, this paper presents a literature review on the potential of using gamification in the BIM framework to create immersive participatory design environments. Active involvement of stakeholders by the corporation of gamified components such as challenges and interactive simulations into the design process enables better decisions and enhances user experience. Further, gamification integrated into BIM brings the potential to improve user behavior and decision-making at all stages of the design lifecycle but also the limitations and challenges. It can encourage stakeholder interaction and provide real-time input allowing various stakeholders to make meaningful contributions towards sustainability goals. This study examines recent developments and trends in extended reality (XR), augmented reality (AR), and virtual reality (VR). These advances significantly enhance gamified Building Information Modeling (BIM) environments as being immersive. In addition, it points out some challenges, and ethical concerns encountered with these technologies. Furthermore, this paper highlights some tools and their advantages, disadvantages, pricing, and key elements. Designers can create interactive experiences by combining these technologies with virtual and physical environments. BIM environments powered by gamification can be used in BIM workflows to reach their full potential in shaping future design practices. These include ways to advance cooperative design processes by creating immersive spaces for different stakeholders’ interests and keeping up with emergent technology.

Anahtar Kelimeler

Kaynakça

  1. Al-Kodmany, K. (1999). Combining digital and traditional visualization techniques in community-based planning and design. Digit. Creat. 10 (2), 91–103. doi:10.1076/digc.10.2.91.3248
  2. Al-Msallam, S., Xi, N., Hamari, J. (2023). Ethical Considerations in Gamified Interactive Marketing Praxis. In: Wang, C.L. (eds) The Palgrave Handbook of Interactive Marketing. Palgrave Macmillan, Cham. https://doi.org/10.1007/978-3-031-14961-0_41
  3. Alizadehsalehi, S. and Yitmen, I. (2021). Digital twin-based progress monitoring management model through reality capture to extended reality technologies (DRX), Smart Sustain. Built Environ. https://doi.org/10.1108/SASBE-01-2021-0016
  4. Arayici, Y., Fernando, T., Munoz, V., Bassanino, M. (2018). Interoperability specification development for integrated BIM use in performance-based design, Autom. Constr. 85 (Supplement C) 167–181, https://doi.org/10.1016/j. autcon.2017.10.018.
  5. Armstrong, M.B. and Landers, R.N. (2018). “Gamification of employee training and development”, International Journal of Training and Development, Vol. 22 No. 2, pp. 162-169.
  6. Azhar, S. (2011). Building information modeling (BIM): Trends, benefits, risks, and challenges for the AEC industry. Leadership and Management in Engineering, 11(3), pp. 241-252.
  7. Beazley, S. Heffernan, E. & McCarthy, T. J. (2017). Enhancing energy efficiency in residential buildings through the use of BIM: the case for embedding parameters during design, Energy Procedia 12, 57–64, https://doi.org/10.1016/j. egypro.2017.07.479.
  8. Bevins, K.L. and Howard, C.D. (2018). “Game mechanics and why they are employed: what we know about gamification so far”, Issues and Trends in Learning Technologies, Vol. 6 No. 1, pp. 58-84.

Ayrıntılar

Birincil Dil

İngilizce

Konular

Bilgisayar Destekli Tasarım, Ciddi Oyunlar ve Simülasyonlar, Eğlence ve Oyun, Etkileşimli Anlatım, Sanal ve Karma Gerçeklik, Mimari Bilim ve Teknoloji

Bölüm

Araştırma Makalesi

Yazarlar

Yayımlanma Tarihi

30 Eylül 2024

Gönderilme Tarihi

27 Haziran 2024

Kabul Tarihi

25 Ağustos 2024

Yayımlandığı Sayı

Yıl 2024 Cilt: 5 Sayı: 2

Kaynak Göster

APA
Yalçın, Z. Ö. (2024). Integrating Gamification with BIM for Enhancing Participatory Design. Journal of Computational Design, 5(2), 317-344. https://doi.org/10.53710/jcode.1505309
AMA
1.Yalçın ZÖ. Integrating Gamification with BIM for Enhancing Participatory Design. JCoDe. 2024;5(2):317-344. doi:10.53710/jcode.1505309
Chicago
Yalçın, Zeynep Özge. 2024. “Integrating Gamification with BIM for Enhancing Participatory Design”. Journal of Computational Design 5 (2): 317-44. https://doi.org/10.53710/jcode.1505309.
EndNote
Yalçın ZÖ (01 Eylül 2024) Integrating Gamification with BIM for Enhancing Participatory Design. Journal of Computational Design 5 2 317–344.
IEEE
[1]Z. Ö. Yalçın, “Integrating Gamification with BIM for Enhancing Participatory Design”, JCoDe, c. 5, sy 2, ss. 317–344, Eyl. 2024, doi: 10.53710/jcode.1505309.
ISNAD
Yalçın, Zeynep Özge. “Integrating Gamification with BIM for Enhancing Participatory Design”. Journal of Computational Design 5/2 (01 Eylül 2024): 317-344. https://doi.org/10.53710/jcode.1505309.
JAMA
1.Yalçın ZÖ. Integrating Gamification with BIM for Enhancing Participatory Design. JCoDe. 2024;5:317–344.
MLA
Yalçın, Zeynep Özge. “Integrating Gamification with BIM for Enhancing Participatory Design”. Journal of Computational Design, c. 5, sy 2, Eylül 2024, ss. 317-44, doi:10.53710/jcode.1505309.
Vancouver
1.Zeynep Özge Yalçın. Integrating Gamification with BIM for Enhancing Participatory Design. JCoDe. 01 Eylül 2024;5(2):317-44. doi:10.53710/jcode.1505309

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