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Validating Game Mechanics and Gamification Parameters with Card Sorting Methods

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Abstract

The article is based on the application of a Card Sorting to establish a criteria in accordance with the most relevant game mechanics at present. The evaluation has been carried out with experts in the gamification sector who are currently active. The study presented is based on the application of user experience techniques: interviews and card sorting system, which have allowed the first definition of the concepts applicable to gamified systems and describe, compare, eliminate, group and hierarchies three types of game mechanics, the most used, starting with the first definition criteria of game mechanics and what is not. The results are founded on a first approximation that indicates parameters to be taken into account in the possible application in gamified systems contributing with both strong and weak points of the three systems and allowing to establish a starting point for more possible closed evaluations.

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... Hybrid card-sorting combines working from existing categories (closed card-sorting, in which data is associated with the existing categories) with defining new categories as they emerge during the categorisation (open cardsorting, where the categories are extracted from the data while organising it) [72]. Hybrid card-sorting has been applied to many software engineering studies for taxonomy generation, including a taxonomy of functionality deletion in mobile apps [47], a bug-characterisation taxonomy in cyber-physical systems [77], and a taxonomy of mechanics and gamification parameters [70]. ...
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... Se ha utilizado previamente la técnica de Card Sorting u ordenación de tarjetas, con 5 participantes, todos ellos son consultores senior en gamificación, con una experiencia de entre 5 y 14 años de experiencia, mediante la aplicación de 4 pasos: entrega de los 3 sistemas de cartas mencionados con anterioridad, primera clasificación donde se indica la que se considera mecánica y la que no, se agrupan por concepto según el grado de afinidad entre ellas y finalmente se concreta un título para cada una de las agrupaciones (Villegas et al., 2019). ...
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Although projective techniques continue to be widely used in clinical and forensic settings, their scientific status remains highly controversial. In this monograph, we review the current state of the literature concerning the psychometric properties (norms, reliability, validity, incremental validity, treatment utility) of three major projective instruments: Rorschach Inkblot Test, Thematic Apperception Test (TAT), and human figure drawings. We conclude that there is empirical support for the validity of a small number of indexes derived from the Rorschach and TAT. However, the substantial majority of Rorschach and TAT indexes are not empirically supported. The validity evidence for human figure drawings is even more limited. With a few exceptions, projective indexes have not consistently demonstrated incremental validity above and beyond other psychometric data. In addition, we summarize the results of a new meta-analysis intended to examine the capacity of these three instruments to detect child sexual abuse. Although some projective instruments were better than chance at detecting child sexual abuse, there were virtually no replicated findings across independent investigative teams. This meta-analysis also provides the first clear evidence of substantial file drawer effects in the projectives literature, as the effect sizes from published studies markedly exceeded those from unpublished studies. We conclude with recommendations regarding the (a) construction of projective techniques with adequate validity, (b) forensic and clinical use of projective techniques, and (c) education and training of future psychologists regarding projective techniques. © 2000 Association for Psychological Science.
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Problems with users successfully finding information on Web sites abound. Using the card sorting methodologies can help Web site developers structure a Web site closer to how the intended users think about a topic, organize information for the Web site, and label its nodes and branches. The article provides an overview of card sorting, provides a suggested approach to card sorting and verifying the resulting labels and suggested map. To close, the article notes the emerging inconsistencies being reported in usability testing findings and then suggests turning to well-established social science methods to identify ways of enhancing card sorting. The article closes by calling for specific research to enhance card sorting methodologies.
Card sorting techniques for domain characterization in problem-driven visualization research
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Fernández-Guinea, S: Mejora de las metodologías de experiencia de usuario mediante la aplicación de gamificación. Metodología I’m In
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Escribano, F., Moretón, J., Jimenez, S.: Gamification Model Canvas Framework. Evolution (2016). https://gecon.es/gamification-model-canvas-framework-evolution-1/
Gamificación como estrategia de marketing interno
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Ruizalba, J., Navarro, F., Jiménez, S.: Gamificación como estrategia de marketing interno. Intang. Cap. 9(4), 1113-1144 (2013)
Fun experience design applied to learning
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Labrador, E., Villegas, E.: Fun experience design applied to learning. In: ICEILT International Congress on Education, Innovation and Learning (2014)
Methodological design of user experience applied to the field of accessibility
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Villegas, E., Pifarré, M., Fonseca, D.: Methodological design of user experience applied to the field of accessibility. In: Proceedings of the 5th Iberian Conference on Information Systems and Technologies, CISTI 2010 (2010)
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