For the purpose of this Digital Artefact, I will now be focusing on the ‘gamification‘ of Bookstagram and the reading process by employing my analytical framework of technology, aesthetics and nostalgia.
In ‘How to Gamify Learning With Design and Technology‘, gamification is referred to as “the use of game mechanics and experience design to digitally engage and motivate people to achieve their goals.” I attempted to draw upon this directly in the ideation of my prototypes.
For more insight into how gamification related to the platform of Instagram, I considered the role of technology. The article, ‘Becoming a semiotic technology – a historical study of Instagram’s tools for making and sharing photos and videos‘ was incredibly useful in this effort. The regular updates of Instagram demonstrates that the platform is in a “constant beta version” meaning that users are required…
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