652 research outputs found

    Elements of Gameful Design Emerging from User Preferences

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    © Owners/Authors, 2017. This is the author's version of the work. It is posted here for your personal use. Not for redistribution. The definitive Version of Record was published in CHI PLAY '17 - Proceedings of the Annual Symposium on Computer-Human Interaction in Play.Several studies have developed models to explain player preferences. These models have been developed for digital games; however, they have been frequently applied in gameful design (i.e., designing non-game applications with game elements) without empirical validation of their fit to this different context. It is not clear if users experience game elements embedded in applications similarly to how players experience them in games. Consequently, we still lack a conceptual framework of design elements built specifically for a gamification context. To fill this gap, we propose a classification of eight groups of gameful design elements produced from an exploratory factor analysis based on participants’ self-reported preferences. We describe the characteristics of the users who are more likely to enjoy each group of design elements in terms of their gender, age, gamification user type, and personality traits. Our main contribution is providing an overview of which design elements work best for what demographic clusters and how we can apply this knowledge to design effective gameful systems.SSHRC || 895-2011-1014, IMMERSe NSERC || RGPIN-418622-2012 CFI || 35819 Mitacs || IT07255 CNPq, Brazil AgĂšncia de GestiĂł d’Ajuts Universitaris i de Recerca (Generalitat de Catalunya) || Industrial Doctorate programme 2014-DI-00

    Understanding Fitness App Users’ Loyalty and Word of Mouth through Gameful Experience and Flow Theory

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    In this study, we examine the effect that a gameful experience and personalization have on the flow experience of fitness app users. We also test the association between flow experience and satisfaction in using fitness apps and whether satisfied users remain loyal and spread word of mouth regarding fitness apps. We use the belief-attitude- behavior framework as a theoretical lens and flow theory to explore the proposed relationships. Four hundred thirty- one fitness app users from India participated in the study. The results indicate that gameful experience and personalization lead to flow experience. We found a positive association between flow and satisfaction wherein satisfied fitness app users spread word of mouth and remained loyal to using fitness apps. Our findings will help fitness app developers identify factors to retain fitness app users and attract new ones

    Potential and effects of personalizing gameful fitness applications using behavior change intentions and Hexad user types

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    Personalizing gameful applications is essential to account for interpersonal differences in the perception of gameful design elements. Considering that an increasing number of people lead sedentary lifestyles, using personalized gameful applications to encourage physical activity is a particularly relevant domain. In this article, we investigate behavior change intentions and Hexad user types as factors to personalize gameful fitness applications. We first explored the potential of these two factors by analyzing differences in the perceived persuasiveness of gameful design elements using a storyboards-based online study (N=178). Our results show several significant effects regarding both factors and thus support the usefulness of them in explaining perceptual differences. Based on these findings, we implemented “Endless Universe,” a personalized gameful application encouraging physical activity on a treadmill. We used the system in a laboratory study (N=20) to study actual effects of personalization on the users’ performance, enjoyment and affective experiences. While we did not find effects on the immediate performance of users, positive effects on user experience-related measures were found. The results of this study support the relevance of behavior change intentions and Hexad user types for personalizing gameful fitness systems further

    Pure Gamification:An Energy Case

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    A Theory of Gamification Principles Through Goal-Setting Theory

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    Goal-setting theory has been used for decades to explain how to motivate people to perform better in work-related tasks, but more recently gamification has also gained attention as an alternative method to increase engagement and performance in many contexts. However, despite goals and feedback being common elements of gameful implementations, there is a lack of literature explaining how gamification works through the lens of goal-setting theory or suggesting how goal-setting concepts and recommendations can be employed to improve gameful systems. Therefore, we present a literature review and a conceptual framework that establishes a relationship between goal-setting and gamification concepts. Next, we describe how this framework can help explain gamification principles and suggest potential improvements to current gameful design methods. Finally, we propose directions for future empirical research aimed to apply this conceptual framework in practice

    Special Issue Editorial: Adaptive and Intelligent Gamification Design

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    This editorial provides an overview of the three accepted papers for the AIS THCI special issue on adaptive and intelligent gamification designs. The first paper examines conversational agents and how one can use gamification to make the design more engaging. The second study focuses on mobile fitness apps and analyzes the role that personality plays in apps and game designs. Finally, the third paper examines gamification in a virtual laboratory environment. Aligned with current work, we present future research directions that involve generative AI, the metaverse, and a shift in gamification research and practice in the future

    Gamifying a Map-based Feedback Service to Support Youth Participation in City Improvement

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    In recent years, youth has been recognized as an indispensable stakeholder of city environment. On the one hand, young citizens who have intentions to contribute their community should be given an opportunity to express ideas. On the other hand, it is necessary for city agencies to listen to the needs from young generation to create a more livable and friendly city environment. Since location is considered as an essential attribute of human activities, local knowledge of residents always has a direct relation with spatial data. Thus, utilizing Geography Information System (GIS) has been developed to help public to participant in improving city environment, that is, Public Participation Geography Information System (PPGIS). However, younger people are thought to be less attracted by traditional political engagement, and annoyed with authoritative and tough tone. Thus, gamification as an innovative and increase popular trend has been implemented in a variety of youth-related applications and projects. Gamification is proposed to fulfill the desires of young people in the aspects of achievement, social, and immersion. The effects of gamification individuals with different player types and preferences of games to some degree. The research in thesis is conducted in connection with All-Youth project based in Finland, which is a multidisciplinary research project to enhance the connection with young people and their communities. This thesis focuses on applying gamification into digital public feedback service to motivate and sustain youth participation. Firstly, the discussion of related work includes status of youth participation in city planning, digital map technology used in public participation, and definition, content, and benefits of gamification. Secondly, three map-based tools for different purpose of public participation are studied to evaluate their usability and aesthetic quality. Thirdly, a gamified feedback service is prototyped based on initial user research and analysis. Finally, the effects of the gamified prototype are evaluated in user testing with the comparison to a control prototype without gamification. The results suggest that gamification can have positive effects on attractiveness and hedonic system qualities, while it may also influence on pragmatic quality. Overall, the research of this thesis can be considered as a successful attempt to gamify the public map-based platform which could have influence on youth engagement

    Assessment of co-creativity in the process of game design

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    We consider game design as a sociocultural and knowledge modelling activity, engaging participants in the design of a scenario and a game universe based on a real or imaginary socio-historical context, where characters can introduce life narratives and interaction that display either known social realities or entirely new ones. In this research, participants of the co-creation activity are Malaysian students who were working in groups to design game-based learning resources for rural school children. After the co-creativity activity, the students were invited to answer the co-creativity scale, an adapted version of the Assessment Scale of Creative Collaboration (ASCC), combining both the co-creativity factors and learners’ experiences on their interests, and difficulties they faced during the co-creativity process. The preliminary results showed a high diversity on the participants’ attitudes towards collaboration, especially related to their preferences towards individual or collaborative work

    Design and Instantiation of an Interactive Multidimensional Ontology for Game Design Elements – a Design and Behavioral Approach

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    While games and play are commonly perceived as leisure tools, focus on the strategic implementation of isolated gameful elements outside of games has risen in recent years under the term gamification. Given their ease of implementation and impact in competitive games, a small set of game design elements, namely points, badges, and leaderboards, initially dominated research and practice. However, these elements reflect only a small group of components that game designers use to achieve positive outcomes in their systems. Current research has shifted towards focusing on the game design process instead of the isolated implementation of single elements under the term gameful design. But the problem of a tendency toward a monocultural selection of prominent design elements persists in-game and gameful design, preventing the method from reaching its full potential. This dissertation addresses this problem by designing and developing a digital, interactive game design element ontology that scholars and practitioners can use to make more informed and inspired decisions in creating gameful solutions to their problems. The first part of this work is concerned with the collation and development of the digital ontology. First, two datasets were collated from game design and gamification literature (game design elements and playing motivations). Next, four explorative studies were conducted to add user-relevant metadata and connect their items into an ontological structure. The first two studies use card sorting to assess game theory frameworks regarding their suitability as foundational categories for the game design element dataset and to gain an overview of different viewpoints from which categorizations can be derived. The second set of studies builds on an explorative method of matching dataset entries via their descriptive keywords to arrive at a connected graph. The first of these studies connects items of the playing motivations dataset with themselves, while the second connects them with an additional dataset of human needs. The first part closes with the documentation of the design and development of the tool Kubun, reporting on the outcome of its evaluation via iterative expert interviews and a field study. The results suggest that the tool serves its preset goals of affording intuitive browsing for dedicated searches and serendipitous findings. While the first part of this work reports on the top-down development process of the ontology and related navigation tool, the second part presents an in-depth research of specific learning-oriented game design elements to complement the overall research goal through a complementary bottom-up approach. Therein, two studies on learning-oriented game design elements are reported regarding their effect on performance, long-term learning outcome, and knowledge transfer. The studies are conducted with a game dedicated to teaching correct waste sorting. The first study focuses on a reward-based game design element in terms of its motivatory effect on perfect play. The second study evaluates two learning-enhancing game design elements, repeat, and look-up, in terms of their contribution to a long-term learning outcome. The comprehensive insights gained through the in-depth research manifest in the design of a module dedicated to reporting research outcomes in the ontology. The dissertation concludes with a discussion on the studies’ varying limitations and an outlook on pathways for future research
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