TY - BOOK
T1 - Handbook of Best Practices in Gamification
T2 - Participatory Platform for Sustainable Energy Management (PARENT), the Joint Programming Initiative “Urban Europe”.
AU - Söebech, Olöf
AU - Alskaif, Tarek
AU - Zelco, Stefano
PY - 2016/9
Y1 - 2016/9
N2 - This document looks at the state of the art gamification techniques that enable,motivate and trigger people to participate and act. We start by addressing thevarious definitions and the meaning of the term of gamification. We then touchupon the general goals and aims of gamification to enhance non-gameapplications. In the third and fourth part of the report we look at the mostfrequently used game mechanics and elements to give an overview of the availableoptions and trends, as well as list general advise for good practices collectedthrough the various academic papers and practical guidelines. These first foursections aim at introducing the concept of gamification, its use and limitations andits application in the field.In the fifth and sixth section, we narrow in on specific good practices and describesix cases where gamification is working to improve an application. The cases areanalysed in a matrix of gamification in order to identify what elements are beingused, how they work and what makes these gamified applications effective inreaching their goals.Finally, we narrow in even further; addressing the PARENT project specifically withlessons learned from the analysis and provide recommendations for gamification forthe PARENT Virtual Energy Adviser (VEA).This deliverable feeds directly into task 4.4 where specific gamification mechanismselements will be selected and adapted for the implementation in WP5
AB - This document looks at the state of the art gamification techniques that enable,motivate and trigger people to participate and act. We start by addressing thevarious definitions and the meaning of the term of gamification. We then touchupon the general goals and aims of gamification to enhance non-gameapplications. In the third and fourth part of the report we look at the mostfrequently used game mechanics and elements to give an overview of the availableoptions and trends, as well as list general advise for good practices collectedthrough the various academic papers and practical guidelines. These first foursections aim at introducing the concept of gamification, its use and limitations andits application in the field.In the fifth and sixth section, we narrow in on specific good practices and describesix cases where gamification is working to improve an application. The cases areanalysed in a matrix of gamification in order to identify what elements are beingused, how they work and what makes these gamified applications effective inreaching their goals.Finally, we narrow in even further; addressing the PARENT project specifically withlessons learned from the analysis and provide recommendations for gamification forthe PARENT Virtual Energy Adviser (VEA).This deliverable feeds directly into task 4.4 where specific gamification mechanismselements will be selected and adapted for the implementation in WP5
M3 - Commissioned report
BT - Handbook of Best Practices in Gamification
PB - PARENT : PARticipatory platform for sustainable Energy managementT
ER -