Please use this identifier to cite or link to this item: http://hdl.handle.net/10071/25853
Author(s): Rodrigues, L.
Costa, C.
Oliveira, A.
Editor: Carlos J. Costa
Manuela Aparício
Date: 2014
Title: Gamification: The using of user discussion groups in the software development in e-banking
Volume: 1
Book title/volume: ISDOC 2014: Proceedings of the International Conference on Information Systems and Design of Communication
Pages: 27-34
Event title: E-banking, Gamification, Serious games, Game design, Software development methodology, Software testing
Reference: Rodrigues, L., Costa, C., & Oliveira, A. (2014).Gamification: The using of user discussion groups in the software development in e-banking. Em Carlos J. Costa, Manuela Aparicio (Eds.), ISDOC 2014: Proceedings of the International Conference on Information Systems and Design of Communication (pp.27-34). ACM. 10.1145/2618168.2618173
ISBN: 978-1-4503-2713-8
DOI (Digital Object Identifier): 10.1145/2618168.2618173
Keywords: E-banking
Gamification
Serious Games
Game Design
Software Development Methodology
Software Testing
Abstract: The development of the new software game gave emphasis and importance to the role played by the user discussion group during the development phase; they were sometimes called upon to participate in testing and they contributed to changes that improved the overall software’s. Some more concrete methods include discussion groups to stimulate the emergence of new ideas and evaluate the gamification concepts. According to this approach, the web designers of two gamification software projects in e-banking using Mutual Funds and Warrants were encouraged to build the first playable version of the gamified business software. After a live introduction to a group of users, it was requested their opinion in an open questionnaire with six questions, permitting them to identify without restrictions the needs, modifications and opinions. The method has identified a wide range of games characteristics and web design changes, as was expected by both business and customers. In conclusion, the use of the discussion group and open questionnaires were effective methods for the project team, to check preview the perceptions and customer acceptance in adopting the software gamified. In this study, we identified the users' perceptions, resumed in a diagram “the most relevant factors in an e-business game”. Our practical contribution is for the web designers and project managers who with this methodology, may check if their software will have good adoption.
Peerreviewed: yes
Access type: Open Access
Appears in Collections:ISTAR-CRI - Comunicações a conferências internacionais

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