Abstract
This paper argues that if the end goal of applying gamification is to change the user's behavior, gamification should be analyzed as an instrument of persuasion. Currently, the impact of gamification on the user is looked through either the lenses of motivation or that of user experience. The concept of perceived gamification is introduced, which is understood as the willingness and ability to recognize promotional activity as a game-like activity without the need to distinguish any particular game elements.
Original language | English |
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Title of host publication | Annual GSOM Emerging Markets Conference 2020 |
Subtitle of host publication | St. Petersburg, November 11-18, 2020 |
Editors | YU.E. Blagov, A.YU. Panibratov, MO Latukha, DG Kucherov, DV Kudryavtsev, MM Smirnova, EV Gilenko, AV Bukhvalov, TM Kuropatkina, EN Yanvareva |
Place of Publication | St. Petersburg |
Publisher | St. Petersburg State University |
Pages | 294-299 |
Number of pages | 6 |
Publication status | Published - 11 Nov 2020 |
Externally published | Yes |
Event | Annual GSOM Emerging Markets Conference 2020 - St. Peterburg, Russian Federation Duration: 11 Nov 2020 → 18 Nov 2020 |
Conference
Conference | Annual GSOM Emerging Markets Conference 2020 |
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Country/Territory | Russian Federation |
City | St. Peterburg |
Period | 11/11/20 → 18/11/20 |
Keywords
- perceived gamification
- gameful experiences
- literature review
- scale development