{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2025,6,19]],"date-time":"2025-06-19T04:07:42Z","timestamp":1750306062974,"version":"3.41.0"},"publisher-location":"New York, NY, USA","reference-count":38,"publisher":"ACM","license":[{"start":{"date-parts":[[2016,12,1]],"date-time":"2016-12-01T00:00:00Z","timestamp":1480550400000},"content-version":"vor","delay-in-days":0,"URL":"https:\/\/www.acm.org\/publications\/policies\/copyright_policy#Background"}],"content-domain":{"domain":["dl.acm.org"],"crossmark-restriction":true},"short-container-title":[],"published-print":{"date-parts":[[2016,12]]},"DOI":"10.1145\/3019943.3019953","type":"proceedings-article","created":{"date-parts":[[2017,3,23]],"date-time":"2017-03-23T16:24:09Z","timestamp":1490286249000},"page":"62-68","update-policy":"https:\/\/doi.org\/10.1145\/crossmark-policy","source":"Crossref","is-referenced-by-count":1,"title":["Services &amp; Products Gamified Design (SPGD)"],"prefix":"10.1145","author":[{"given":"Alberto","family":"Signoretti","sequence":"first","affiliation":[{"name":"Department of Informatics (DI\/CAN), State University of Rio Grande do Norte, Natal, Brasil"}]},{"given":"Ana I.","family":"Martins","sequence":"additional","affiliation":[{"name":"Department of Electronics Telecommunications and Informatics-DETI and IEETA University of Aveiro, C. Santiago, Aveiro, Portugal"}]},{"given":"Mario","family":"Rodrigues","sequence":"additional","affiliation":[{"name":"School of Technology and Management-ESTGA and IEETA, University of Aveiro, R. Comandante Pinho e Freitas, Portugal"}]},{"given":"Andr\u00e9 M. C.","family":"Campos","sequence":"additional","affiliation":[{"name":"Department of informatics and applied mathematics --DIMAp, Federal University of Rio Grande do Norte, C. L. Nova, Natal, Brasil"}]},{"given":"Ant\u00f3nio","family":"Teixeira","sequence":"additional","affiliation":[{"name":"Department of Electronics Telecommunications and Informatics-DETI and IEETA University of Aveiro, C. Santiago, Aveiro, Portugal"}]}],"member":"320","published-online":{"date-parts":[[2016,12]]},"reference":[{"key":"e_1_3_2_1_1_1","first-page":"771","article-title":"valence-based mechanisms and agent personality","volume":"2507","year":"2002","unstructured":"Emotional valence-based mechanisms and agent personality . Lecture Notes In Computer Science , 2507 : 771 -- 780 , 2002 . Emotional valence-based mechanisms and agent personality. Lecture Notes In Computer Science, 2507:771--780, 2002.","journal-title":"Lecture Notes In Computer Science"},{"key":"e_1_3_2_1_2_1","volume-title":"clubs, diamonds, spades: Players who suit muds. Journal of MUD research, 1(1)","author":"Bartle R.","year":"1996","unstructured":"R. Bartle . Hearts , clubs, diamonds, spades: Players who suit muds. Journal of MUD research, 1(1) , 1996 . R. Bartle. Hearts, clubs, diamonds, spades: Players who suit muds. Journal of MUD research, 1(1), 1996."},{"key":"e_1_3_2_1_4_1","volume-title":"Cotovia","author":"Caillois R.","year":"1990","unstructured":"R. Caillois and J. Palha . Os jogos e os homens: a m\u00e1scara e a vertigem . Cotovia , 1990 . R. Caillois and J. Palha. Os jogos e os homens: a m\u00e1scara e a vertigem. Cotovia, 1990."},{"key":"e_1_3_2_1_5_1","doi-asserted-by":"publisher","DOI":"10.5555\/1558109.1558180"},{"key":"e_1_3_2_1_6_1","doi-asserted-by":"publisher","DOI":"10.1007\/978-3-642-02562-4_15"},{"key":"e_1_3_2_1_7_1","volume-title":"Proceedings of the RoboFesta Kansai, Osaka.","author":"Christoph Bartneck M. O.","year":"2001","unstructured":"M. O. Christoph Bartneck . emuu -- an emotional robot . In Proceedings of the RoboFesta Kansai, Osaka. , 2001 . { M. O. Christoph Bartneck. emuu -- an emotional robot. In Proceedings of the RoboFesta Kansai, Osaka., 2001. {"},{"key":"e_1_3_2_1_8_1","unstructured":"V. Cipan. Designing for emotions -- ux design principles.  V. Cipan. Designing for emotions -- ux design principles."},{"key":"e_1_3_2_1_9_1","volume-title":"The limits of participatory technology development: The case of service robots in care facilities for older people. Technological Forecasting and Social Change, (0):-","author":"Compagna D.","year":"2014","unstructured":"D. Compagna and F. Kohlbacher . The limits of participatory technology development: The case of service robots in care facilities for older people. Technological Forecasting and Social Change, (0):- , 2014 . D. Compagna and F. Kohlbacher. The limits of participatory technology development: The case of service robots in care facilities for older people. Technological Forecasting and Social Change, (0):-, 2014."},{"key":"e_1_3_2_1_10_1","volume-title":"About Face 3: The Essentials of Interactive Design","author":"Cooper A.","year":"2007","unstructured":"A. Cooper , R. Reimann , and D. Cronin . About Face 3: The Essentials of Interactive Design . Wiley Publications , 3 rd edition, May 2007 . A. Cooper, R. Reimann, and D. Cronin. About Face 3: The Essentials of Interactive Design. Wiley Publications, 3rd edition, May 2007.","edition":"3"},{"key":"e_1_3_2_1_11_1","volume-title":"Flow: The psychology of optimal experience","author":"Csikszentmihalyi M.","year":"1991","unstructured":"M. Csikszentmihalyi and M. Csikzentmihaly . Flow: The psychology of optimal experience , volume 41 . HarperPerennial New York , 1991 . M. Csikszentmihalyi and M. Csikzentmihaly. Flow: The psychology of optimal experience, volume 41. HarperPerennial New York, 1991."},{"key":"e_1_3_2_1_12_1","volume-title":"Reason and the Human Brain","author":"Damasio A. R.","year":"1995","unstructured":"A. R. Damasio . Descartes Error -Emotion , Reason and the Human Brain . Harper Perennial , New York, NY , 1995 . A. R. Damasio. Descartes Error -Emotion, Reason and the Human Brain. Harper Perennial, New York, NY, 1995."},{"key":"e_1_3_2_1_13_1","volume-title":"Proceedings of The ACM CHI Conference on Human Factors in Computing Systems","author":"Dixon D.","year":"2011","unstructured":"D. Dixon . Player types and gamification. In ACM, editor , Proceedings of The ACM CHI Conference on Human Factors in Computing Systems , 2011 . D. Dixon. Player types and gamification. In ACM, editor, Proceedings of The ACM CHI Conference on Human Factors in Computing Systems, 2011."},{"volume-title":"Diane Youden. The power of the net generation. Technical report","year":"2012","key":"e_1_3_2_1_14_1","unstructured":"e. a. Ed Boswell , Diane Youden. The power of the net generation. Technical report , PricewaterhouseCoopers LLP , 2012 . e. a. Ed Boswell, Diane Youden. The power of the net generation. Technical report, PricewaterhouseCoopers LLP, 2012."},{"key":"e_1_3_2_1_15_1","first-page":"273","volume-title":"Why Fun Matters: In Search of Emergent Playful Experiences","author":"Fizek S.","year":"2014","unstructured":"S. Fizek . Why Fun Matters: In Search of Emergent Playful Experiences , chapter Remodelling Design, pages 273 -- 287 . Open Access . meson press, 2014 . S. Fizek. Why Fun Matters: In Search of Emergent Playful Experiences, chapter Remodelling Design, pages 273--287. Open Access. meson press, 2014."},{"key":"e_1_3_2_1_16_1","doi-asserted-by":"publisher","DOI":"10.1145\/1541948.1542005"},{"key":"e_1_3_2_1_17_1","doi-asserted-by":"publisher","DOI":"10.1007\/978-3-642-13226-1_13"},{"key":"e_1_3_2_1_18_1","unstructured":"L. Hall-Stigerts. Of quests and brain chemicals: How the best video games are designed to make us feel.  L. Hall-Stigerts. Of quests and brain chemicals: How the best video games are designed to make us feel."},{"key":"e_1_3_2_1_19_1","first-page":"5","volume-title":"Proceedings of the 4th Intl. North American Conference on Intelligent Games and Simulation (GAMEON-NA)","author":"Hudlicka E.","year":"2008","unstructured":"E. Hudlicka . Affective computing for game design . In Proceedings of the 4th Intl. North American Conference on Intelligent Games and Simulation (GAMEON-NA) , pages 5 -- 12 . McGill University, Montreal, Canada 2008 E. Hudlicka. Affective computing for game design. In Proceedings of the 4th Intl. North American Conference on Intelligent Games and Simulation (GAMEON-NA), pages 5--12. McGill University, Montreal, Canada2008"},{"key":"e_1_3_2_1_20_1","volume-title":"Homo Ludens-Study of the Play Element in Culture International Library of Society","author":"Huizinga J. H.","year":"1980","unstructured":"J. H. Huizinga . Homo Ludens-Study of the Play Element in Culture International Library of Society . Routledge , July 1980 . ISBN: 0-7100-0578-4. J. H. Huizinga. Homo Ludens-Study of the Play Element in Culture International Library of Society. Routledge, July 1980. ISBN: 0-7100-0578-4."},{"key":"e_1_3_2_1_21_1","volume-title":"Proc. AAAI workshop on Challenges in Game, http:\/\/www.cs.northwestern.edu\/hunicke\/MDA.pdf","author":"Hunicke L. M.","year":"2004","unstructured":"L. M. Hunicke , R. and R. Zubek . Mda: A formal approach to game design and game research . In Proc. AAAI workshop on Challenges in Game, http:\/\/www.cs.northwestern.edu\/hunicke\/MDA.pdf , 2004 . AAAI Press. L. M. Hunicke, R. and R. Zubek. Mda: A formal approach to game design and game research. In Proc. AAAI workshop on Challenges in Game, http:\/\/www.cs.northwestern.edu\/hunicke\/MDA.pdf, 2004. AAAI Press."},{"key":"e_1_3_2_1_22_1","unstructured":"A. J. Kim. Innovate with the power of game thinking.  A. J. Kim. Innovate with the power of game thinking."},{"key":"e_1_3_2_1_23_1","doi-asserted-by":"publisher","DOI":"10.1016\/j.procs.2012.10.033"},{"key":"e_1_3_2_1_24_1","doi-asserted-by":"publisher","DOI":"10.1016\/j.procs.2012.10.033"},{"key":"e_1_3_2_1_25_1","volume-title":"Start Publishing LLC","author":"Maslow A. H.","year":"2013","unstructured":"A. H. Maslow . A theory of human motivation . Start Publishing LLC , 2013 . A. H. Maslow. A theory of human motivation. Start Publishing LLC, 2013."},{"key":"e_1_3_2_1_26_1","doi-asserted-by":"publisher","DOI":"10.1111\/j.1467-6494.1992.tb00970.x"},{"key":"e_1_3_2_1_27_1","volume-title":"Reality is broken: Why games make us better and how they can change the world","author":"McGonigal J.","year":"2011","unstructured":"J. McGonigal . Reality is broken: Why games make us better and how they can change the world . Penguin , 2011 . J. McGonigal. Reality is broken: Why games make us better and how they can change the world. Penguin, 2011."},{"key":"e_1_3_2_1_28_1","volume-title":"Design thinking canvas","author":"Neves A.","year":"2014","unstructured":"A. Neves . Design thinking canvas , 2014 . A. Neves. Design thinking canvas, 2014."},{"key":"e_1_3_2_1_29_1","volume-title":"The Cognitive Structure of Emotions","author":"Ortony A.","year":"1990","unstructured":"A. Ortony , G. Clore , and A. Collins . The Cognitive Structure of Emotions . Cambrige University Press, New York , EUA , 1990 . A. Ortony, G. Clore, and A. Collins. The Cognitive Structure of Emotions. Cambrige University Press, New York, EUA, 1990."},{"key":"e_1_3_2_1_30_1","volume-title":"Gower Farnborough","author":"Rawlinson J. G.","year":"1981","unstructured":"J. G. Rawlinson . Creative thinking and brainstorming . Gower Farnborough , Hants , 1981 . J. G. Rawlinson. Creative thinking and brainstorming. Gower Farnborough, Hants, 1981."},{"key":"e_1_3_2_1_31_1","volume-title":"What is design thinking and why is it important? Review of educational research, 82(3):330--348","author":"Razzouk R.","year":"2012","unstructured":"R. Razzouk and V. J. Shute . What is design thinking and why is it important? Review of educational research, 82(3):330--348 , 2012 . R. Razzouk and V. J. Shute. What is design thinking and why is it important? Review of educational research, 82(3):330--348, 2012."},{"key":"e_1_3_2_1_32_1","volume-title":"Website, 2016","author":"Rintoul M.","year":"2014","unstructured":"M. Rintoul . User experience is a feeling . Website, 2016 . http:\/\/www.uxmatters.com\/mt\/archives\/ 2014 \/ 10\/user-experience-is-a-feeling.php. M. Rintoul. User experience is a feeling. Website, 2016. http:\/\/www.uxmatters.com\/mt\/archives\/2014\/ 10\/user-experience-is-a-feeling.php."},{"key":"e_1_3_2_1_33_1","volume-title":"Positive psychology: An introduction","author":"Seligman M. E.","year":"2000","unstructured":"M. E. Seligman and M. Csikszentmihalyi . Positive psychology: An introduction ., volume 55 . American Psychological Association , 2000 . M. E. Seligman and M. Csikszentmihalyi. Positive psychology: An introduction., volume 55. American Psychological Association, 2000."},{"key":"e_1_3_2_1_34_1","doi-asserted-by":"publisher","DOI":"10.1016\/j.procs.2015.09.274"},{"key":"e_1_3_2_1_35_1","unstructured":"Stanford. Stanford game design thinking research group.  Stanford. Stanford game design thinking research group."},{"key":"e_1_3_2_1_36_1","volume-title":"The 4th Workshop on Emotion and Computing","author":"Steunebrink B. R.","year":"2009","unstructured":"B. R. Steunebrink , M. Dastani , and J.-J. C. Meyer . The occ model revisited . In The 4th Workshop on Emotion and Computing , 2009 . B. R. Steunebrink, M. Dastani, and J.-J. C. Meyer. The occ model revisited. In The 4th Workshop on Emotion and Computing, 2009."},{"key":"e_1_3_2_1_37_1","volume-title":"For the Win: How Game Thinking Can Revolutionize Your Business","author":"Werbach K.","year":"2012","unstructured":"K. Werbach and D. Hunter . For the Win: How Game Thinking Can Revolutionize Your Business . Wharton Digital Press , October 2012 . K. Werbach and D. Hunter. For the Win: How Game Thinking Can Revolutionize Your Business. Wharton Digital Press, October 2012."},{"key":"e_1_3_2_1_38_1","unstructured":"B. M. S. T. Ysmar Vianna Mauricio Vianna. Gamification Inc.: como reinventar empresas a partir de jogos volume 1. mjv Press 1 edition 2013. ISBN 978-85-65424-08-0.  B. M. S. T. Ysmar Vianna Mauricio Vianna. Gamification Inc.: como reinventar empresas a partir de jogos volume 1. mjv Press 1 edition 2013. ISBN 978-85-65424-08-0."},{"key":"e_1_3_2_1_39_1","volume-title":"The Art of Dialogue","author":"Zeisset C.","year":"2006","unstructured":"C. Zeisset . The Art of Dialogue . Center of Applications of Psychological Type , Gainesville -Florida, 2006 . C. Zeisset. The Art of Dialogue. Center of Applications of Psychological Type, Gainesville -Florida, 2006."}],"event":{"name":"DSAI 2016: 7th International Conference on Software Development and Technologies for Enhancing Accessibility and Fighting Info-exclusion","acronym":"DSAI 2016","location":"Vila Real Portugal"},"container-title":["Proceedings of the 7th International Conference on Software Development and Technologies for Enhancing Accessibility and Fighting Info-exclusion"],"original-title":[],"link":[{"URL":"https:\/\/dl.acm.org\/doi\/10.1145\/3019943.3019953","content-type":"unspecified","content-version":"vor","intended-application":"text-mining"},{"URL":"https:\/\/dl.acm.org\/doi\/pdf\/10.1145\/3019943.3019953","content-type":"unspecified","content-version":"vor","intended-application":"similarity-checking"}],"deposited":{"date-parts":[[2025,6,18]],"date-time":"2025-06-18T03:03:46Z","timestamp":1750215826000},"score":1,"resource":{"primary":{"URL":"https:\/\/dl.acm.org\/doi\/10.1145\/3019943.3019953"}},"subtitle":["A Methodology for Game Thinking Design"],"short-title":[],"issued":{"date-parts":[[2016,12]]},"references-count":38,"alternative-id":["10.1145\/3019943.3019953","10.1145\/3019943"],"URL":"https:\/\/doi.org\/10.1145\/3019943.3019953","relation":{},"subject":[],"published":{"date-parts":[[2016,12]]},"assertion":[{"value":"2016-12-01","order":2,"name":"published","label":"Published","group":{"name":"publication_history","label":"Publication History"}}]}}