Interactive Art and its Relation to the Concept of Gamification | ||||
Journal of Design Sciences and Applied Arts | ||||
Article 6, Volume 6, Issue 2, June 2025, Page 105-115 PDF (771.43 K) | ||||
Document Type: Original Article | ||||
DOI: 10.21608/jdsaa.2025.376234.1466 | ||||
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Authors | ||||
Nourhan Helal ![]() ![]() ![]() ![]() | ||||
1Product Design Department, Faculty of Applied Arts, (BUC) Badr University in Cairo, Cairo, Egypt. | ||||
2Architectural forming Department, Faculty of Applied Arts Helwan University, Cairo, Egypt. | ||||
3Department of Industrial Design, Faculty of Applied Arts, Helwan University. Director of Art and Design Programs at Egypt-Japan University of Science and Technology, Alexandria, Egypt. | ||||
Abstract | ||||
This research explores the connection between interactive art and the concept of gamification, demonstrates their convergence through human interaction and technology. Interactive art highlights the audience's role, converting them from passive spectators to active participants dynamically shaping the artwork. This shift enhances the artwork’s impact, adding personal and emotional aspects while deepening human connectivity through continuous feedback. By leveraging digital media and generative technology, interactive art creates Sophisticated environments influenced by audience interaction. Similarly, the study investigates the concept of gamification, which incorporates game elements into daily activities to foster engagement and motivate users through intrinsic and extrinsic rewards. The relationship between interactive art and the concept of gamification is demonstrated by using a clear diagram to illustrate the general benefits of gamification. This application revealed shared principles and a strong interrelation between the two fields. Practical examples are provided to demonstrate how this connection can encourage positive behaviors, such as participation, learning, and creativity. This research concludes that combining interactive art and gamification enhances the use of technology to create innovative experiences that influence human behavior. It recommends applying these concepts in education to motivate learners and in marketing to engage customers through immersive experiences, with an emphasis on the importance of continuous feedback to improve quality and enhance creativity. | ||||
Keywords | ||||
Interactive Art; Gamification; Feedback; Generative Technology; Human Behavior | ||||
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