1,861 research outputs found

    Reuse potential assessment framework for gamification-based smart city pilots

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    The paper proposes a unified framework for assessing the re-use potential for the Smart Engagement Pilot currently being realized in the city of Ghent (Belgium). The pilot aims to stimulate the digital engagement in users (citizens) by involving them in online and offline communities, and increasing the social capital through the use of ICT (Information and Communications Technology). To engage the citizens, the pilot makes use of Gamification based entities (intelligent wireless sensors) embedded in public hardware, through which innovative games are organized in places of interest (neighbourhood, parks, schools, etc.). Once finished, this pilot will be re-used in other European cities under the context of CIP SMART IP project. Since, the success of a pilot in one city doesn't guarantee its success in the other, an objective socio-economic-organizational reuse assessment becomes critical. To do this assessment, we propose a framework, which uses a Key Performance Indicator (KPI) based scorecard to determine the roadblocks and battlefields that could deter such a transition

    Cs the Day: The Trading Card Game

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    In many ways, Cs the Day: The Card Game is an ode both to academia, which is imperfect but can at times be wonderful, and to my personal passion and research interest, which has helped me to find a place within this profession. It is also, as is discussed in more detail below, an extension of an existing game, and as such embodies many of the same goals and principles of that game. Thus, designing Cs the Day: The Card Game required careful attention to how the mechanics and narrative reflect both the profession and the original game. There are certainly substantial critiques to be made about academia, and in particular the tenure process. Indeed, Way Jeng’s “How I Learned to Love Despair: Using Simulation Video Games for Advocacy and Change,” a tycoon-esque simulation game addressing the use of contingent faculty in English departments, does an excellent job of modeling how games can be used to critique academia. That game places players in the role of an English department chair and asks them to balance faculty loads (both service and teaching related), the department budget, and university goals. By doing so, Jeng creates an open space for academics to play with this system, in a way that encourages further critique and engagement with the ethics of dependance on contingent faculty. Thus, the play of “Despair” is transformative in that it allows us to “see values and practice them and challenge them so they become more than mindless habits” (Sicart 5)

    Supporting a Sustainable and Engaging Online Transition for Co-Design through Gamification

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    Co-design approach is increasingly popular in many organizations that address global change and social sustainability challenges, thanks to its unique and diverse methods of engaging relevant people in design processes and decision-making. However, the social distancing led by the COVID-19 pandemic seriously problematized the traditional in-person co-design activities. A sustainable online transition is unprecedentedly pressing. By acknowledging the limitations of online co-design, i.e., lack of means for participant engagement, we argue that gamification holds great promise for online co-design. This paper presents an empirical study to investigate this potential qualitatively. Based on the data collected from three gamified online co-design implementations, we examine the benefits of gamification and how future activities should be designed and implemented from the participants’ perspectives. Based on the participants’ perceptions, we propose several recommendations for designing impactful gamification. The finding suggests that gamification can facilitate online co-design activities in an enjoyable, relaxing, structuring, and creative manner, since they are perceived and recognized by the participants. Moreover, the successful implementation of online co-design implies that great sustainability benefits can be achieved through online transition, i.e., reducing paper consumption and time spent on meetings and unproductive discussions, supporting extensive diversity and density in representation. Online can enable this by overcoming not only the geographic and time limitations but also relevant social issues

    Let’s Play! Gamifying Engineering Ethics Education Through the Development of Competitive and Collaborative Activities

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    Engineering ethics is an extremely important topic that needs to be focused on more in engineering curricula, as many of the projects that engineers work on have a profound impact on society. There are many pitfalls with the traditional ways in which ethics is taught to engineering students as an abstract philosophical topic, rather than personal decision making situated in complex real contexts. The three main approaches that are used for engineering ethics include being taught by a professor outside of the engineering space, being taught late in their curriculum such as during a senior capstone project, and being taught in a short period of time as a module of another class. The downsides to these approaches are that students do not see ethics as equally important as some other topics, they do not see it consistently integrated throughout the curriculum, nor do they see ethical decisions as complex nuanced, and situated in context,. Game-based learning is a means to actively engage students in interrogating the complexities of ethical decision making. Game play can align with student learning objectives as well as improve student knowledge, behaviors, and dispositions. Our paper introduces three games that are designed to assist in the development of students’ ethical awareness and reasoning. Three engineering ethics games have been developed as the foundation for an NSF-funded project that investigates the empirical impacts of game play on ethical reasoning and decision making. Cards Against Engineering Ethics, Toxic Workplaces, and Mars: An Ethical Expedition have all been in development for the last few years. Each game targets specific ethics learning outcomes as well as different play mechanics. These outcomes include identifying the complexities of ethical dilemmas, evaluating responses to ethical situations in context, and promoting ethical discussions among peers. The time required to play each game varies, ranging from 20 minutes, to 75 minutes, to 5 minutes once a week for 15 weeks. The benefits that these games include an enriched learning experience, student engagement, and a greater connection between ethics and real life

    From techo-gaia to kala isvara: gamification on introduction to ict development course for visual art & design students in 2013 - 2015

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    Gamification is an art of developing activities in real life using game mechanics and game dynamics to emphasize meaningful and enjoyable experience. With the above concept as foundation, a team was build to develop a gamification of introduction to Information and Communication Technology (ICT) Development course, an educational content for first year Visual Art and Design students in Institut Teknologi Bandung, Indonesia. The course aims is to create basic knowledge on recent development of ICT towards students of Intitut Teknologi Bandung. The aim of gamification of Introduction to ICT towards Visual Art and Design students is more onto engage them and create insights on what is ICT and how ICT affects their future and profession. This paper depicts three gamification activities in 2013 until 2015 which may become future reference for game studies or media studies, especially gamificating an educational course. The results of the mentioned gamification activities are certain game mechanics are good in creating interaction and playful experiences. But there is one important aspects that will engage participants deeper, is giving room for participants to actively innovate the game

    Rethinking gamification

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    Gamification marks a major change to everyday life. It describes the permeation of economic, political, and social contexts by game-elements such as awards, rule structures, and interfaces that are inspired by video games. Sometimes the term is reduced to the implementation of points, badges, and leaderboards as incentives and motivations to be productive. Sometimes it is envisioned as a universal remedy to deeply transform society toward more humane and playful ends. Despite its use by corporations to manage brand communities and personnel, however, gamification is more than just a marketing buzzword. States are beginning to use it as a new tool for governing populations more effectively. It promises to fix what is wrong with reality by making every single one of us fitter, happier, and healthier. Indeed, it seems like all of society is up for being transformed into one massive game.The contributions in this book offer a candid assessment of the gamification hype. They trace back the historical roots of the phenomenon and explore novel design practices and methods. They critically discuss its social implications and even present artistic tactics for resistance. It is time to rethink gamification
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