Resumen

El funware es una estrategia motivadora que consiste en usar recompensas típicas de los juegos en entornos virtuales no lúdicos para aumentar la participación de una comunidad. Así, incentiva en los usuarios acciones constructivas por las que estos obtienen un reconocimiento en forma de distinciones simbólicas, como puntos o insignias. La estrategia se ha aplicado con éxito en una multitud de plataformas, especialmente en sitios de recomendación social como Foursquare, TripAdvisor y el programa Google Local Guides. Este trabajo identifica en qué elementos motivadores se sustenta la ludificación (gamificación), analiza los citados sitios de recomendaciones, presenta algunas claves para el diseño de un funware eficaz, y señala los límites y peligros de esta estrategia.

Texto completo

The PDF file did not load properly or your web browser does not support viewing PDF files. Download directly to your device: Download PDF document

Referencias

Aparicio, Andrés-Francisco; Gutiérrez-Vela, Francisco-Luis; González-Sánchez, José-Luis; Isla-Montes, José-Luis (2012). “Analyisis and application of gamification”. En: Interacción 2012: XIII Congreso Internacional de Interacción Persona-Ordenador. Elche, 3-5 octubre. ISBN: 978 1 4503 1314 8 https://doi.org/10.1145/2379636.2379653

Bartle, Richard (1996). “Hearts, clubs, diamonds, spades: Players who suit MUDs”. Journal of MUD research, v. 1, n. 1. http://mud.co.uk/richard/hcds.htm

Bogost, Ian (2014). “Why gamification is bullshit”. En: Walz, Steffen P.; Deterding, Sebastian (eds.). The gameful world. Cambrige, Mass.: MIT Press, p. 65–80. ISBN: 978 0262028004

Chou, Yu-kai (2015). Actionable gamification: beyond points, badges, and leaderboards. [California]: Octalysis Media.

Deterding, Sebastian; Khaled, Rilla; Nacke, Lennart; Dixon, Dan (2011). “Gamification: toward a definition”. En: CHI 2011 Gamification Workshop Proceedings. Vancouver, 7-12 mayo. http://gamification-research.org/wp-content/uploads/2011/04/02-Deterding-Khaled-Nacke-Dixon.pdf

Fröhlich, Thomas (2017). “Play while you work: Productive play for digital content creation”. En: CHI Play 17 Extended Abstracts. Publication of the Annual Symposium on Computer Human Interaction in Play. Amsterdam, 15-18 octubre. ISBN: 978 1 4503 5111 9 https://doi.org/10.1145/3130859.3133228

Gómez-Díaz, Raquel; García-Rodríguez, Araceli (2017). “Bibliotecas, juegos y gamificación: una tendencia de presente con mucho futuro”. Anuario ThinkEPI, v. 12, pp. 125-135. https://doi.org/10.3145/thinkepi.2018.13

Hamari, Juho; Koivisto, Jonna; Sarsa, Harri (2014). “Does gamification work? A literature review of empirical studies on gamification”. En: 47th Hawaii International Conference on System Science. https://doi.org/10.1109/HICSS.2014.377

Huizinga, Johan (1938). Homo ludens. Madrid: Alianza. ISBN: 978 84 206 3539 2 https://goo.gl/ZP9Enx

Kärpuk, Kavel (2017). “5 mistakes to avoid in gamification”. Art + marketing, 4 de junio. https://artplusmarketing.com/ee75d6fb96c1

Kim, Tae-Wan (2015). “Gamification ethics: exploitation and manipulation”. En: Proceedings of the ACM SIGCHI Gamifying Research Workshop. https://goo.gl/4KUDZL

Lafrenière, Mark-André K.; Verner-Filion, Jérémie; Vallerand, Robert J. (2012), “Development and validation of the Gaming Motivation Scale (GAMS)”. Personality and individual differences, v. 53, n. 7, p. 827–831. https://doi.org/10.1016/j.paid.2012.06.013

Landers, Richard N. (2014). “Developing a theory of gamified learning: Linking serious games and gamification of learning”. Simulation & gaming, v. 45, n. 6, p. 752–768. https://doi.org/10.1177/1046878114563660

Looyestyn, Jemma; Kernot, Jocelyn; Boshoff, Kobie; Ryan, Jillian; Edney, Sarah; Maher, Carol (2017). “Does gamification increase engagement with online programs? A systematic review”. PLoS one, v. 12, n. 13. https://doi.org/10.1371/journal.pone.0173403

Marczewski, Andrzej (2017). “The ethics of gamification”. XRDS Crossroads: the ACM magazine for students, v. 21, n. 1, pp. 56-59. https://doi.org/10.1145/3123756

Pérez, Oliver (2012). “Ludificación en la narrativa audiovisual contemporánea”. Telos, n. 93. https://goo.gl/iegz9z

Posada-Prieto, Fernando (2013). “Gamificación educativa”. CanalTIC.com, 9 septiembre. http://canaltic.com/blog/?p=1733

Schell, Jesse (2010). “When games invade real life”. TED, febrero. https://www.ted.com/talks/jesse_schell_when_games_invade_real_life

Schöbel, Sofia; Söllner, Matthias (2016). “How to gamify information systems: Adapting gamification to individual user preferences”. En: Information systems as a global gateway: 24th European Conference on Information Systems. http://aisel.aisnet.org/ecis2016_rip/20

Sigala, Marianna (2015). “The application and impact of gamification funware on trip planning and experiences: the case of TripAdvisor’s funware”. Electronic markets, v. 25, n. 3, p. 189–209. https://doi.org/10.1007/s12525-014-0179-1

Werbach, Kevin (2013). Gamificación. Barcelona: Fundació Factor Humà. https://goo.gl/Xt7Zm9

Zenn, Jacqueline (2017). “Understanding your asudience: Bartle player taxonomy”. GameAnalytics, 21 noviembre. https://gameanalytics.com/blog/understanding-your-audience-bartle-player-taxonomy.html

Zichermann, Gabe; Cunningham, Christopher (2011). Gamification by design: Implementing game mechanics in web and mobile apps. Sebastopol: O’Reilly Media. ISBN: 978 1449397678

Zichermann, Gabe; Linder, Joselin (2010). Game-based marketing: Inspire customer loyalty through rewards, challenges and contests. Hoboken, NJ: John Wiley & Sons. ISBN: 978 0 470 56223 9

Zichermann, Gabe; Linder, Joselin (2013). The gamification revolution: how leaders leverage game mechanics to crush the competition. Nueva York: McGraw-Hill. ISBN: 978 0071808316

Back to Top
GET PDF

Document information

Published on 25/04/18
Accepted on 25/04/18
Submitted on 25/04/18

Volume 12, 2018
DOI: 10.3145/thinkepi.2018.36
Licence: CC BY-NC-SA license

Document Score

0

Views 21
Recommendations 0

Share this document

claim authorship

Are you one of the authors of this document?