ID: 64811
Authors:
Daniel Hank Miri, Débora Machado da Silva, Juliana Matte, Cassiane Chais, Pelayo Munhoz Olea.
Source:
Revista Eletrônica de Administração e Turismo, v. 15, n. 2, p. 22-39, July-December, 2021. 18 page(s).
Keyword:
Developer , Gamification , Serious games
Document type: Article (Portuguese)
Show Abstract
Although serious games have the same form as regular games, they have a main objective that differs from fun. Linked to this sector, gamification, which is the use of game elements, is constantly growing. In 2019 alone, in the State of Rio Grande do Sul, for example, this market produced 138 games, applications or software, generating a turnover of 32.5 million reais. Therefore, the purpose of this study is to analyze the performance of six developers from different companies regarding the motivation and engagement of users of serious games and gamification. For that, a qualitative research was applied, through a semi-structured interview, with six professionals from different companies that work in the gaucho market of serious games and gamification. As a result, it was found that the developers' work is aimed at motivating and engaging users, but that this goal does not constitute the essence of such work. In addition, respondents cited aspects of training and communication perceived amidst the competition or collaboration that occurs in the application of gamification tools and serious games, as well as a focus on workgroup engagement, with emphasis on the elements of scoring, feedback and rewards.