Potential of Game-based Elements in Non-gaming Interaction Design从游戏到交互设计

In my Game Design and Digital Production course, I was asked to experience the process of submitting a paper to a conference. I submitted my paper to a conference which will be held in Japan. (one of my dream place for traveling).

What I would like to say in this blog is that after I researched the area about ‘Gamification’, I did generate some good ideas.

Human are living in an interactive world; every day we interact and receive feedback from one another. Sice technology has already been a sweeping part of our everyday lives, Human-computer Interaction attracts  both designers and developers’ attention. Meanwhile, video games as the fastest growing sector of interactive systems, encourage game researchers to consider more ‘useful’ rather than ‘playful’. Non-gaming interactive design as a branch of Human-computer Interaction, focuses on ‘usability’ than  ‘playability’. I referedSebastian et al,which offered self-representation with avatars, rank and levels and competition under rules these three game-based elements, adjusted them to role-playing, achievement systems and randomization, in order to better explain their potentials in non-gaming interaction design field.

Role-playing

informational storytelling–>deep customizability–>non-gaming interaction community.

Examples such as Call of duty, The world of Warcraft, ArcGIS user interface, Second Life

Achievement System

Motivation–>Motivational Affordance

Randomization

Expectation–>Prediction–>Relevance

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