直播流媒体
游戏娱乐
背景(考古学)
博弈机制
计算机科学
多媒体
游戏设计
艺术
古生物学
视觉艺术
生物
作者
Marisa Karsen,Taufik Wira Anantha,Andika Bhayangkara H. R.,Malko Hidamukti
标识
DOI:10.1109/icoict58202.2023.10262457
摘要
Gamification uses game design techniques, game thinking, and game mechanics to enhance non-game context. Gamification usually refers to applications and processes outside of games that encourage people to adopt or influence how they use them. The Authors' goal in taking this topic is to tell some aspects of using the gamification system. Of the 210 journals the Authors found in making this article, there were 24 articles that the Authors made the primary reference in making this scientific article. The Authors use a Systematic literature Review with three research questions: What elements are used in Live Streaming gamification? What media is suitable for live-streaming Gamification? What are the impacts of using Gamification in live streaming? From the amount of data, the authors found in various references; the authors found a conclusion that readers can use; in fact, Author believes that this gamification system is more profitable for the marketing, entertainment, and live streaming sectors.
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