Designing interactive systems through a game lens: An ethnographic approach
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Rapp (2015) developed nine guidelines for the design of gamified systems based on factors like opportunities for social interaction and user representation as well as rewards.
“Based on factors like opportunities for social interaction and user representation as well as rewards, Rapp develops nine guidelines for the design of gamified systems.”
From The maturing of gamification research (2017) · cites this paper as Rapp (2015)
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- Authors
- Rapp, A.
- Affiliations
- University of Turin (IT)
- Corresponding author
- Rapp, Amon
- ORCID
- Rapp, Amon
- Venue
- Computers in Human Behavior
- Publisher
- Elsevier BV
- Published
- 2017-06
- Volume
- 71
- Pages
- 455-468
- ISSN
- 0747-5632 (ISSN-L)
- OpenAlex
- W2039102221
- Cited by
- 94
- References
- 108
- Citations by year
- 2026: 3 · 2025: 3 · 2024: 7 · 2023: 7 · 2022: 13 · 2021: 8 · 2020: 14 · 2019: 5 · 2018: 16 · 2017: 12 · 2016: 5 · 2015: 1
- FWCI
- 28.66
- Type
- journal article
- Language
- en
- Open access
- green
- hdl.handle.net
- Licence
- Locations
- Computers in Human Behavior (publishedVersion)
- Institutional Research Information System University of Turin (University of Turin) (submittedVersion, other-oa)
- Topics
- Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
- Social Sciences › Sociology and Political Science › Digital Games and Media
- Physical Sciences › Computer Science › Human-Computer Interaction › Innovative Human-Technology Interaction
- Keywords
- gamification, game design, MMORPG, World of Warcraft, player perspective, interactive systems, intrinsic motivation, game elements, systemic design, online communities, behavior change, design guidelines
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