Skip to main content

Constraints for Gamification of Data Intensive and Analytics Applications: A Case Study

  • Conference paper
  • First Online:
Book cover Research into Design for Communities, Volume 1 (ICoRD 2017)

Part of the book series: Smart Innovation, Systems and Technologies ((SIST,volume 65))

Included in the following conference series:

  • 1834 Accesses

Abstract

Data intensive applications are backbone for sectors like—banking, insurance and retail industry. Data representation and workflow are two most important aspects of such applications. Although, data representation is catching-up with the latest trends, but for traditional sectors like Banking, Finance, Securities and Insurance (BFSI), any new technology or design trend takes a while before it is integrated into the applications. Such sectors try to minimize risk caused due to new technology environment. There is a wait and watch attitude towards new technology and new user experience. These sectors are the last to adopt the latest design trends. Back-office and mid-office applications have not changed much over the last 10–15 years. Some large banks from North America, Europe and Nordic regions are using applications which are more than 50 years old. Design trends like gamification are rarely used in banking sector. BFSI retail sector is changing fast with advent of new technology and better customer experience. New channels like mobility and tablet; touch enabled platforms like iOS and Android are changing the face of application design and behavior. Users expect similar behavior from the traditional and data intensive applications as well. These new platforms not only use the latest technologies and user experience but also make use of latest design trends which includes gamification. This paper looks at design trends which are shaping the digital media and their impact on traditional and data intensive sectors like banking, finance and insurance.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 259.00
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 329.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info
Hardcover Book
USD 329.99
Price excludes VAT (USA)
  • Durable hardcover edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

References

  1. Reynolds, P., Weill, P.: Designing Digital Products and Services that Customers want. Research Brief, vol. XIII, Number 3. MIT Center for Information Systems Research, MIT Sloan CISR (March 2013)

    Google Scholar 

  2. Deterding, S., Khaled, R., Nacke, L.E., Dixon, D.: Gamification: Using Game Design Elements in Non-Gaming Contexts, CHI 2011, Vancouver, BC, Canada. ACM (May 7–12, 2011) 978-1-4503-0268-5/11/05

    Google Scholar 

  3. Reeves, B., Read, J.L.: Total Engagement: Using Games and Virtual Worlds to Change the Way People Work and Businesses Compete. Harvard Business School Press, Boston, MA, (2009)

    Google Scholar 

  4. Berkovsky, S., Freyne, J., Coombe, M.: Physical activity motivating games: be active and get your own reward. ACM Trans. Comput. Hum. Interact. 19, 4, Article 32 (December 2012)

    Google Scholar 

  5. Salen, K., Zimmerman, E.: Rules of Play: Game Design Fundamentals. MIT Press, Cambridge (2004)

    Google Scholar 

  6. Hamari, J., Eranti, V.: Framework for designing and evaluating game achievements. In: Proceedings of DiGRA 2011 Conference—Think Design Play, Digital Games Research Association (DiGRA) (2011)

    Google Scholar 

  7. Playing your digital cards right: corporate strategists are using gamification techniques to create stronger ties to customers and employees. Accenture Digital. https://www.accenture.com/us-en/insight-playing-digital-cards-right-summary (2016). Accessed 30 April 2016

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Anshuman Sharma .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2017 Springer Nature Singapore Pte Ltd.

About this paper

Cite this paper

Sharma, A. (2017). Constraints for Gamification of Data Intensive and Analytics Applications: A Case Study . In: Chakrabarti, A., Chakrabarti, D. (eds) Research into Design for Communities, Volume 1. ICoRD 2017. Smart Innovation, Systems and Technologies, vol 65. Springer, Singapore. https://doi.org/10.1007/978-981-10-3518-0_22

Download citation

  • DOI: https://doi.org/10.1007/978-981-10-3518-0_22

  • Published:

  • Publisher Name: Springer, Singapore

  • Print ISBN: 978-981-10-3517-3

  • Online ISBN: 978-981-10-3518-0

  • eBook Packages: EngineeringEngineering (R0)

Publish with us

Policies and ethics