3,420 research outputs found

    Using motivation derived from computer gaming in the context of computer based instruction

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    This paper was originally presented at the IEEE Technically Sponsored SAI Computing Conference 2016, London, 13-15 July 2016. Abstract— this paper explores how to exploit game based motivation as a way to promote engagement in computer-based instruction, and in particular in online learning interaction. The paper explores the human psychology of gaming and how this can be applied to learning, the computer mechanics of media presentation, affordances and possibilities, and the emerging interaction of playing games and how this itself can provide a pedagogical scaffolding to learning. In doing so the paper focuses on four aspects of Game Based Motivation and how it may be used; (i) the game player’s perception; (ii) the game designers’ model of how to motivate; (iii) team aspects and social interaction as a motivating factor; (iv) psychological models of motivation. This includes the increasing social nature of computer interaction. The paper concludes with a manifesto for exploiting game based motivation in learning

    Autonomy in Video Games and Gamification

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    In the past decade, gamification (using game elements in non-gaming tasks to enhance motivation and engagement) has become a popular concept in many industries, but few studies have explored the principles under which it works. Self-determination theory suggests three psychological needs that gamification fulfills: competence, relatedness, and autonomy. Autonomy, a person\u27s perception that they have the ability to act however they choose, has emerged as an important, yet less-studied aspect in gamification. Inclusion of autonomy in gamification should foster engagement, enjoyment, and better performance. An experiment inspired by the above was carried out in which a sample of college students (N = 57) played a video game called Super Mario Bros. Crossover with either the choice to customize the aesthetics of their character and background (autonomy-supportive) or no choice of aesthetics (non-supportive). It was hypothesized that conditions involving more choice would lead to higher perceived autonomy and performance, and that perceived autonomy would be positively correlated with engagement, enjoyment, and performance. The manipulation resulted in no significant difference in perceived autonomy or performance, and perceived autonomy was only significantly positively correlated with enjoyment. Prior Super Mario Bros. experience was also found to positively correlate with perceived autonomy in the autonomy-supportive condition. The choice of aesthetics does not appear to have been sufficiently strong enough to increase perceived autonomy in this context

    Gamification in transport interventions: Another way to improve travel behavioural change

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    Gamification is dramatically transforming how behaviour change interventions are delivered. The design of gaming products in the field of transport, a field which is perceived as having derived demand, is largely underdeveloped. This paper explores gamification in the context of transport, proposes a conceptual theoretical framework that explains why and how gamification may be designed and evaluated, and synthesises current practice regarding the range of interventions offered thus far. The conclusions identify strategies and implications for the improvement to existing schemes as well as guidance for future research into gamification

    Desbloquear a forma como as empresas estão aplicando gamificação ao longo do ciclo de vida inovação

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    This thesis complements an emergent body of literature on gamification of innovation by exploring how gamification, i.e. the use of game elements in non-gaming contexts, can support the management of the complex, messy and unclear Early Stage of Innovation Process (ESoIP), and therefore help firms to drive innovation forward. Thus, the goal of this thesis is threefold: Firstly to conceptualize gamification approaches to the early stage of innovation; secondly to examine by empirical research studies how the ESoIP can be supported by gamification approaches and thirdly to explore the way gamification approaches support and enhance design thinking. In fact, this thesis argues that gamification can contribute to improving the management of firms’ ESoIP by complementing design thinking practices. Since the potential value of design thinking is sometimes overhyped among academics and practitioners it is fundamental to acknowledge its main obstacles and discuss better ways to overcome the difficulties of managing the ESoIP, such the unpredictable and unstructured nature of activities and the need for more coordination and alignment of teams. Given the explorative type of goals and the need to achieve a deeper understanding of the linkages between gamification and the ESoIP, the thesis follows a qualitative research approach. Findings show that gamification approaches encourage the involvement and engagement of teams in the innovation process, improving aspects like team spirit, dialogue and consensus building, creative experience sharing, goals setting, coordination of activities and concept development as well as the overall management of the ESoIP. Finally, it also suggests that gamification complements and enhances design thinking practices by making people more engaged and delivering a more structured approach to the ESoIP.Esta tese complementa uma linha de investigação emergente na área da gamificação da inovação, explorando como é que a gamificação (utilização de elementos de jogos em contextos não lúdicos) pode apoiar a gestão da fase inicial do processo de inovação, que é mais complexa, confusa e obscura e desta forma ajudar as empresas a inovar. Os principais objetivos desta tese são em primeiro lugar conceptualizar a utilização da gamificação na fase inicial do processo de inovação, em segundo lugar investigar através de estudos empíricos como é que o processo de inovação pode ser melhorado através desta abordagem e em terceiro lugar explorar de que forma é que a gamificação pode apoiar e melhorar o design thinking. Isto porque esta tese defende que a gamificação pode contribuir para melhorar a gestão da fase inicial do processo de inovação, complementando as práticas de design thinking. Como o valor potencial do design thinking está por vezes sobreavaliado entre académicos e gestores, é fundamental reconhecer os seus principais obstáculos e discutir melhor as maneiras de ultrapassar as dificuldades de gestão da inovação, tais como a natureza das atividades pouco estruturadas e não previstas e a necessidade de maior coordenação e alinhamento das equipas. Dado o caráter exploratório dos objetivos e a necessidade de se chegar a um melhor conhecimento das ligações entre a gamificação e a fase inicial do processo de inovação, esta tese segue uma abordagem qualitativa. Os resultados mostram que a gamificação promove o envolvimento das equipas no processo de inovação, melhorando aspetos como o espírito de equipa, diálogo e consenso, partilha de experiência de forma mais criativa, definição de objetivos, coordenação de atividades, desenvolvimento de conceitos e, de uma forma geral, toda a gestão da fase inicial deste processo. Finalmente, esta tese também sugere que a gamificação complementa e melhora as práticas de design thinking aumentando o envolvimento das pessoas e proporcionando uma abordagem mais estruturada do processo de inovação.Programa Doutoral em Marketing e Estratégi

    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

    Gamification in a learning resource for the study of Human Computer Interaction

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    Human Computer Interaction (HCI) is increasing in relevance as it, in part, concerns the design of digital interfaces such as downloadable apps. Despite the importance of the subject area students frequently find the topic boring, dry and overly theoretical. In order to address this apparent lack of student interest, a gamified learning resource for a HCI module in the second year of University was created. A literature review into the HCI educational requirements was conducted and used to inform the design. A further analysis of the literature on dialogic feedback, simulations and gamification features was conducted and key features were matched to the educational requirements. The resultant gamified learning resource, dubbed the “work simulation”, was evaluated first by a two cohort comparison for module lecture attendance and exam attainment. The results of the first phase of the evaluation showed a statistically significant improvement in both attendance and attainment for the cohort experiencing the “work simulation”. A further evaluation was carried out by means of interviews with students, which suggested that dialogic feedback and the game narrative/fiction, in particular, were useful

    A gamification-based approach on indoor wayfinding research

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    Indoor environments can be very complex. Due to the challenges in these environments in combination with the absence of mobile wayfinding aids, a great need exists for innovative research on indoor wayfinding. In this explorative study, a game was developed in Unity to investigate whether the concept of gamification could be used in studies on indoor wayfinding so as to provide useful information regarding the link between wayfinding performance, personal characteristics, and building layout. Results show a significant difference between gamers and non-gamers as the complexity of the player movement has an important impact on the navigation velocity in the game. However, further analysis reveals that the architectural layout also has an impact on the navigation velocity and that wrong turns in the game are influenced by the landmarks at the decision points: navigating at deeper decision points in convex spaces is slower and landmarks of the categories pictograms and infrastructural were more effective in this particular building. Therefore, this explorative study, which provides an approach for the use of gamification in indoor wayfinding research, has shown that serious games could be successfully used as a medium for data acquisition related to indoor wayfinding in a virtual environment

    Research Commentary: Setting a Definition, Context, and Theory-Based Research Agenda for the Gamification of Non-Gaming Applications

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    As a nascent area of study, gamification has attracted the interest of researchers in several fields, but such researchers have scarcely focused on creating a theoretical foundation for gamification research. Gamification involves using game-like features in non-game contexts to motivate users and improve performance outcomes. As a boundary-spanning subject by nature, gamification has drawn the interest of scholars from diverse communities, such as information systems, education, marketing, computer science, and business administration. To establish a theoretical foundation, we need to clearly define and explain gamification in comparison with similar concepts and areas of research. Likewise, we need to define the scope of the domain and develop a research agenda that explicitly considers theory’s important role. In this review paper, we set forth the pre-theoretical structures necessary for theory building in this area. Accordingly, we engaged an interdisciplinary group of discussants to evaluate and select the most relevant theories for gamification. Moreover, we developed exemplary research questions to help create a research agenda for gamification. We conclude that using a multi-theoretical perspective in creating a research agenda should help and encourage IS researchers to take a lead role in this promising and emerging area
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