Gamifying a Serious Games Community
- DOI
- 10.2991/iccnce.2013.61How to use a DOI?
- Keywords
- serious games, gamification, community of practice, collaboration.
- Abstract
SEGAN (Serious Games Network) is a Community of Practice around the topic of Serious Games. It started in the scope of the Lifelong Learning programme with the intent of systematizing European approaches in this field, combining theory, research and practice. Like any other community, to be effective SEGAN needs to be dynamic, lively and continuously animated. Members must be involved, contribute, participate and feel they belong. This is not immediate as most community users are lurkers, that is, only receivers of the information. This article presents a strategy, based on gamification principles, planned to contribute to this involvement. Results so far have not been decisive but have allowed understanding better the dynamics of a Community.
- Copyright
- © 2013, the Authors. Published by Atlantis Press.
- Open Access
- This is an open access article distributed under the CC BY-NC license (http://creativecommons.org/licenses/by-nc/4.0/).
Cite this article
TY - CONF AU - António Andrade AU - Carlos Vaz de Carvalho PY - 2013/07 DA - 2013/07 TI - Gamifying a Serious Games Community BT - Proceedings of the International Conference on Computer, Networks and Communication Engineering (ICCNCE 2013) PB - Atlantis Press SP - 249 EP - 252 SN - 1951-6851 UR - https://doi.org/10.2991/iccnce.2013.61 DO - 10.2991/iccnce.2013.61 ID - Andrade2013/07 ER -