http://lattes.cnpq.br/6109859315834624; HONÓRIO, Joaquim José Cintra Maia.
Resumo:
The technological advances of recent decades such as the proliferation of mobile devices
with GPS, improved connectivity and the ease of production of online content brought by
Web 2.0, have provided radical changes in the field of production and dissemination of spatial data through volunteering. Game-based strategies such as gamification have also made significan t progress in this context over time given their expansion and ability to attract and engage different audiences. While previous work has evaluated gamified systems that take advantage of volunteering to produce geographic data, most of them focused almost entirely on specific metrics, leaving perspective and types of users aside. This study aims to investigate the preferences - positive or negative - of individuals regarding the game components present in the gamification, as well as their intentions of use. The study was conducted in two stages and had a total of 106 participants. The results show that, in general, there is no consensus among the interviewees about the main elements that can contribute to motivational improvement. However, relationships were found among personality traits of individuals and preferences perceived by various components of gamification.