Lean Gamification Canvas: A New Tool for Innovative Gamification Design Process
2020 (English)In: Proceedings of the 2nd International Serious Games Symposium, ISGS 2020: National and International Digital Games Research Conference: Trends, Technologies, and Applications (DGRC), IEEE, 2020, p. 1-9Conference paper, Published paper (Refereed)
Abstract [en]
In the contemporary circumstances where possessing a good and unique idea is not enough to start a successful business, it seems that how to perform and apprehend the idea itself is of great importance; The business model should support the designers/stakeholders to produce accurate information/knowledge about their users to be applied into their business model. The process of designing gamified systems/environment/services is no exception to the mentioned rule that paying attention to the needs of the users can improve the effectiveness of the gamified experience. Emphasizing the need of a user-oriented approach in the gamification process, the present article tries to selectively review the literature on the subject by conducting the interdisciplinary studies [business model and gamification], and in the next step, with the help of an analytical-descriptive approach in the process of the commercialization of gamification, we have introduced a model inspired by 'Gamification 3.0', 'Lean Canvas' and focussing on the 'Gamification Structure MDE', entitled 'Lean Gamification Canvas' to offer an effective way to accommodate user-related 'deep knowledge' and eventually provide the 'gamifiers' [gamification designers] with the sufficient knowledge to streamline their design process to increase gamified synergistic engagement and the successful commercialization of gamify-able ideas.
Place, publisher, year, edition, pages
IEEE, 2020. p. 1-9
Keywords [en]
Business Model Canvas, Gamification, Innovation Design, Lean Canvas, Lean Gamification Canvas, Level of Gamification, Design, Serious games, Business modeling, Deep knowledge, Design process, Inter-disciplinary studies, User oriented
National Category
Human Computer Interaction
Research subject
Knowledge and Innovation Management (KIM)
Identifiers
URN: urn:nbn:se:his:diva-19620DOI: 10.1109/ISGS51981.2020.9375297ISI: 000675830400002Scopus ID: 2-s2.0-85103465893ISBN: 978-1-6654-1587-3 (electronic)ISBN: 978-1-6654-4690-7 (print)ISBN: 9780738130507 (print)OAI: oai:DiVA.org:his-19620DiVA, id: diva2:1544430
Conference
2nd International Serious Games Symposium, ISGS 2020, Tehran, Iran, 23 December 2020 through 24 December 2020, Category number CFP20DGR-ART, Code 167922
Note
© 2020 IEEE.
2021-04-152021-04-152021-09-10Bibliographically approved