SciELO - Scientific Electronic Library Online

 
 issue1101Un acercamiento posible a la creación de videojuegos políticos en Buenos AiresJuegos terribles: dificultad y nuevos excesos lúdicos author indexsubject indexarticles search
Home Pagealphabetic serial listing  

Services on Demand

Journal

Article

Indicators

  • Have no cited articlesCited by SciELO

Related links

  • Have no similar articlesSimilars in SciELO

Share


Cuadernos del Centro de Estudios en Diseño y Comunicación. Ensayos

On-line version ISSN 1853-3523

Abstract

LOMBARDELLI, Maria Julieta; TORRES, Diego  and  FERNANDEZ, Alejandro. Motivando la construcción de conocimiento colectivo a través del juego: un análisis de caso implementando medios físicos. Cuad. Cent. Estud. Diseñ. Comun., Ensayos [online]. 2022, n.110, pp.86-102.  Epub June 01, 2022. ISSN 1853-3523.  http://dx.doi.org/10.18682/cdc.vi110.4063.

Currently, the game is analyzed as an important element to motivate the interaction of users in different types of environments. This analysis has resulted in promoting different strategies to adapt elements of games and video games in contexts that are not designed as such, but in which it seeks to stimulate the participation of users. One strategy when applying game elements is to consider a user experience-centric model.

However, to establish a game design in contexts where the collaborative aspect prevails, it is necessary to address specific strategies focused on your relationship with the community to which you belong. This article introduces the design of a gaded environment based on the G.A.M.E. conceptual framework for gathering, analysis, modeling, and execution, applied to a collaborative building community of knowledge of Good Horticultural Practices, complemented by a physical interface.

Keywords : ludification; citizen science; collaborative work; Wikipedia; conceptual framework.

        · abstract in Spanish | Portuguese     · text in Spanish     · Spanish ( pdf )