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A publicação pode ser exportada nos seguintes formatos: referência da APA (American Psychological Association), referência do IEEE (Institute of Electrical and Electronics Engineers), BibTeX e RIS.

Exportar Referência (APA)
LUIS FILIPE RODRIGUES, Oliveira, A., Costa, C. & Rodrigues, H. (2018). Games and business: human factors in gamified applications. In Tareq Ahram (Ed.), Advances in Human Factors in Wearable Technologies and Game Design. AHFE 2018. Advances in Intelligent Systems and Computing. (pp. 318-324). Orlando: Springer International Publishing AG.
Exportar Referência (IEEE)
L. F. Rodrigues et al.,  "Games and business: human factors in gamified applications", in Advances in Human Factors in Wearable Technologies and Game Design. AHFE 2018. Advances in Intelligent Systems and Computing, Tareq Ahram, Ed., Orlando, Springer International Publishing AG, 2018, vol. 795, pp. 318-324
Exportar BibTeX
@inproceedings{rodrigues2018_1714227255046,
	author = "LUIS FILIPE RODRIGUES and Oliveira, A. and Costa, C. and Rodrigues, H.",
	title = "Games and business: human factors in gamified applications",
	booktitle = "Advances in Human Factors in Wearable Technologies and Game Design. AHFE 2018. Advances in Intelligent Systems and Computing",
	year = "2018",
	editor = "Tareq Ahram",
	volume = "795",
	number = "",
	series = "",
	doi = "10.1007/978-3-319-94619-1_31",
	pages = "318-324",
	publisher = "Springer International Publishing AG",
	address = "Orlando",
	organization = "AHFE 2018",
	url = "https://link.springer.com/chapter/10.1007/978-3-319-94619-1_31"
}
Exportar RIS
TY  - CPAPER
TI  - Games and business: human factors in gamified applications
T2  - Advances in Human Factors in Wearable Technologies and Game Design. AHFE 2018. Advances in Intelligent Systems and Computing
VL  - 795
AU  - LUIS FILIPE RODRIGUES
AU  - Oliveira, A.
AU  - Costa, C.
AU  - Rodrigues, H.
PY  - 2018
SP  - 318-324
SN  - 2194-5357
DO  - 10.1007/978-3-319-94619-1_31
CY  - Orlando
UR  - https://link.springer.com/chapter/10.1007/978-3-319-94619-1_31
AB  - The user participation in the software development process is a key to improve the efficiency of business process, and more than likely, improve the user experience. This research aims to examine the users’ perceptions and expectations in the development of gamified applications. We outlined different categories of banking software to represent two types of software game analogies (soccer versus blackjack, respectively). Through user discussion, groups and a survey questionnaire with open questions. Content and thematic analyses, with Leximancer were used to analyse the text and to identify the key drivers of the gamified software. The findings from the textual analysis revealed themes (game, design, innovation, information, engagement, purchase, and analogy) that represents the gamification key drivers for software development in business. This is significant to understand the user’s perception about gamification to attract, retain, and user’s engagement.
ER  -