Título La gamificación como técnica de adquisición de competencias sociales
Autores Fernández-Arias P. , ORDOÑEZ OLMEDO, EVA, Vergara-Rodríguez D. , Gómez-Vallecillo A.I.
Publicación externa No
Medio Prisma Soc.
Alcance Article
Naturaleza Científica
Cuartil SJR 3
Impacto SJR 0.209
Web https://www.scopus.com/inward/record.uri?eid=2-s2.0-85095880714&partnerID=40&md5=a2aa91050c2dc40da3b11004176d9fda
Fecha de publicacion 01/01/2020
Scopus Id 2-s2.0-85095880714
Abstract Although the term gamification has its origin in unforgettable times, when people achieved goals through games, currently this technique has become one of the most used in this global and digital society. From a deterministic perspective, gamification allows users to obtain results based on the objectives set, thanks to three fundamental factors: (i) the creation of a consistent user experience; (ii) the achievement of challenges; and (iii) reward and growth. Gamification is a creative and multidisciplinary technique, which also presents a series of substantial advantages for today\'s society, such as, for example, the possibility of acquiring skills demanded by a society increasingly aware of fundamental issues such as gender equality, environmental conservation or community development. Through the review of the scientific literature on gamification in the social sciences and the technique of correlational study, this article develops a theoretical framework so that, through the elements of gamification, any subject can acquire and develop the social skills necessary and demanded in today\'s society. © 2020 Fundacion para la Investigacion Social Avanzada. All rights reserved.
Palabras clave Development; Gamification; Serious play; Skills; Society; Training
Miembros de la Universidad Loyola

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