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Participant Feedbackby@gamifications

Participant Feedback

by Gamifications FTW Publications
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Gamifications FTW Publications

@gamifications

Gamifications unlocks engagement secrets, merging playful design and tech to...

January 13th, 2025
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Participants felt confident and comfortable discussing GDEs' negative effects, agreeing they could freely share opinions during the focus group.
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Gamifications FTW Publications

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Gamifications unlocks engagement secrets, merging playful design and tech to turn the ordinary into the extraordinary.

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STORY’S CREDIBILITY

Academic Research Paper

Academic Research Paper

Part of HackerNoon's growing list of open-source research papers, promoting free access to academic material.

Authors:

(1) Clauvin Almeida, Pontifical Catholic University of Rio de Janeiro (PUC-Rio), Rio de Janeiro, Brazil;

(2) Marcos Kalinowski, Pontifical Catholic University of Rio de Janeiro (PUC-Rio), Rio de Janeiro, Brazil;

(3) Anderson Uchoa, Federal University of Ceara (UFC), Itapaje, Brazil;

(4) Bruno Feijo, Pontifical Catholic University of Rio de Janeiro (PUC-Rio), Rio de Janeiro, Brazil.

Abstract and 1 Introduction

2. Background and Related Work and 2.1. Gamification

2.2. Game Design Elements and 2.3. Gamification Effects

2.4. Related Work on Gamification Negative Effects

3. Systematic Mapping and 3.1. The Research Questions

3.2. Search Strategy and 3.3. Inclusion and Exclusion Criteria

3.4. Applying the Search Strategy

3.5. Data Extraction

4. Systematic Mapping Results

5. Focus Group: Developer Perception on the Negative Effects of Game Design Elements

5.1. Context and Participant Characterization

5.2. Focus Group Design

5.3. The Developers’ Perception on The Negative Effects

5.4. On the Perceived Usefulness, Ease of use and Intent of Adoption of Mapped Negative Effects

5.5. Participant Feedback

6. Limitations

7. Concluding Remarks

7.1. Future Research Directions

Acknowledgements and References

5.5. Participant Feedback

Table 17 summarizes the collected participant feedback. This form was composed of two questions aimed at capturing the degree of confidence and comfort of the participant during the focus group session. All participants agree orstrongly agree that they were able to discuss the negative effects of each group of game design elements. Additionally, all participants strongly agree that they felt comfortable in sharing their opinion during the focus group.


Table 17: Participant Feedback Collected via Feedback Form

Table 17: Participant Feedback Collected via Feedback Form


This paper is available on arxiv under CC BY 4.0 DEED license.


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Gamifications unlocks engagement secrets, merging playful design and tech to turn the ordinary into the extraordinary.

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