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Acceptance and Gamification Models of the Agon Framework, an Acceptance Requirements Framework Based on Gamification

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Mendeley Data2024-03-27 更新2024-06-26 收录
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We have been interested in developing a generic framework for modelling, analyzing and fulfilling acceptance requirements for software systems through gamification [Piras, 2016, 2017]. Our objective is to support the systematic design of engaging software that meets acceptance requirements. To meet our objective we conducted a wide review of the literature to select the most important, effective and representative user acceptance models [Ajzen, 1991, Compeau et al., 1999, Davis, 1986, Davis et al., 1992, Moore and Benbasat, 1991, Sheppard et al., 1988, Taylor and Todd, 1995, Thompson et al., 1991, Venkatesh and Davis, 2000, Venkatesh et al., 2003]. We have integrated elements of existing models to create an Acceptance Model based on goal modeling techniques [Chung et al., 2012, Horkoff et al., 2017, Li et al., 2013, Mylopoulos et al., 1992]. This model gives a generic characterization of the problem space for acceptance requirements. We have also developed a Gamification Model [Piras, 2016, 2017] that defines a design space for gamified solutions to acceptance requirements, also through a literature review. This model includes gamification concepts such as point systems (i.e., experience, redeemable, skill, karma, reputation and training points), badges, leader-boards, levels, paths, gamified training (i.e., suggestions, tricks, tours, tutorials, training paths), gamified market (i.e., rewards and market policies of redeeming, making gifts, purchasing), game roles, powers, unlockable powers, gamified community [Deterding et al., 2011, Hamari, 2015, Schell, 2014, Zichermann and Cunningham, 2011], etc., and the alternative choices a designer has when designing a gamified solution [Deterding et al., 2011, Hamari, 2015, Schell, 2014, Zichermann and Cunningham, 2011]. Our framework, named Agon5, recognizes the importance of understanding game mechanics and dynamics by applying well-known gamification patterns and guidelines Schell [2014], Zichermann and Cunningham [2011] in producing an effective gamified design. In order to obtain more details and the description of such models, the Agon Framework and its method, "Acceptance Requirements Analysis Based on Gamification", please read the following published papers: - L. Piras, E. Paja, P. Giorgini and J. Mylopoulos, “Goal Models for Acceptance Requirements Analysis and Gamification Design”, in 36th International Conference on Conceptual Modeling (ER), Springer, Valencia (Spain), 2017. - L. Piras, E. Paja, R. Cuel, D. Ponte, P. Giorgini and J. Mylopoulos, “Gamification Solutions for Software Acceptance: A Comparative Study of Requirements Engineering and Organizational Behavior Techniques”, in 11th IEEE International Conference on Research Challenges in Information Science (RCIS), IEEE, Brighton (UK), 2017. - L. Piras, P. Giorgini, and J. Mylopoulos, “Acceptance Requirements and their Gamification Solutions”, in 24th IEEE International Requirements Engineering Conference (RE), IEEE, Beijing, 2016.
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2024-01-23
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