17 research outputs found

    Factors to Consider for Tailored Gamification

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    International audienceGamification is widely used to foster user motivation. Recent studies show that users can be more or less receptive to different game elements, based on their personality or player profile. Consequently, recent work on tailored gamification tries to identify links between user types and motivating game elements. However findings are very heterogeneous due to different contexts, different typologies to characterize users, and different implementations of game elements. Our work seeks to obtain more generalizable findings in order to identify the main factors that will support design choices when tailoring gamification to users' profiles and provide designers with concrete recommendations for designing tailored gamification systems. For this purpose, we ran a crowdsourced study with 300 participants to identify the motivational impact of game elements. Our study differs from previous work in three ways: first, it is independent from a specific user activity and domain; second, it considers three user typologies; and third, it clearly distinguishes motivational strategies and their implementation using multiple different game elements. Our results reveal that (1) different implementations of a same motivational strategy have different impacts on motivation, (2) dominant user type is not sufficient to differentiate users according to their preferences for game elements, (3) Hexad is the most appropriate user typology for tailored gamification and (4) the motiva-tional impact of certain game elements varies with the user activity or the domain of gamified systems

    DMsAG une classification d'éléments ludiques pour la ludification adaptative

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    National audienceCe travail de recherche se situe dans le domaine des Environnements Informatiques pour l'Apprentissage Humain (EIAH) et concerne plus précisément l'adaptation des éléments ludiques aux apprenants. De nombreux travaux montrent que la ludification d'EIAH, définie comme l'utilisation de fonctionnalités ludiques dans des contextes non jeux, permet d'améliorer la participation, la motivation et/ou la performance des apprenants. Des travaux récents ont pourtant montré la nécessité de l'adaptation de ces fonctionnalités ludiques, puisque des fonctionnalités ludiques non adaptées peuvent entraîner des effets négatifs sur la motivation. Nous proposons une classification des fonctionnalités ludiques, DMsAG, pour l'adaptation de la ludification structurelle. Cette classification décrit les fonctionnalités ludiques selon leur niveau d'abstraction

    Citizens at war: the experience of the Great War in Essex, 1914-1918

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    This thesis examines the experiences and attitudes of civilians in Essex during the First World War, 1914-1918. Through these it explores the reasons for people’s continued support for the war and how public discourse shaped conceptions of the war’s purpose and course and what sacrifices were needed and acceptable in pursuit of victory. This combination kept the war comprehensible and enabled people to continue to support it.Vital to getting a picture of how the war was understood is an account of the role of the local elites that sought to shape popular knowledge and attitudes about the war. The narratives of the war, the discourse of sacrifice, and elites’ roles evolved with events at home and at the front.Chapter 1 deals with the initial reactions to the war and growing acceptance of the major war narratives. The second and third chapters address two of their major features: attitudes towards the enemy and volunteering for the armed forces. The fourth chapter addresses the changes to the war's narratives and ideas of sacrifice as casualties and hardships increased from 1916, while Chapter 5 provides an in-depth case study of local military service tribunals. The final chapter deals with the crises of 1917-18, which covered both the expected course of the war and the image of equal sacrifice, and how local and national elites overcame these problems.The successful depiction of the Great War as necessary, just, winnable, and fought against an evil enemy allowed civilians to accept sacrifices in order to win. An evolving discourse of sacrifice framed what was expected of and acceptable to civilians. Local elites played an essential role: advocating sacrifice and endurance for the national cause while also working to ensure that sacrifices were minimised and borne equally. This combination of framing the war and mitigating its effects was vital in maintaining civilian support for the war effort.</p

    Citizens at war : the experience of the Great War in Essex, 1914-1918

    No full text
    This thesis examines the experiences and attitudes of civilians in Essex during the First World War, 1914-1918. Through these it explores the reasons for people’s continued support for the war and how public discourse shaped conceptions of the war’s purpose and course and what sacrifices were needed and acceptable in pursuit of victory. This combination kept the war comprehensible and enabled people to continue to support it. Vital to getting a picture of how the war was understood is an account of the role of the local elites that sought to shape popular knowledge and attitudes about the war. The narratives of the war, the discourse of sacrifice, and elites’ roles evolved with events at home and at the front. Chapter 1 deals with the initial reactions to the war and growing acceptance of the major war narratives. The second and third chapters address two of their major features: attitudes towards the enemy and volunteering for the armed forces. The fourth chapter addresses the changes to the war's narratives and ideas of sacrifice as casualties and hardships increased from 1916, while Chapter 5 provides an in-depth case study of local military service tribunals. The final chapter deals with the crises of 1917-18, which covered both the expected course of the war and the image of equal sacrifice, and how local and national elites overcame these problems. The successful depiction of the Great War as necessary, just, winnable, and fought against an evil enemy allowed civilians to accept sacrifices in order to win. An evolving discourse of sacrifice framed what was expected of and acceptable to civilians. Local elites played an essential role: advocating sacrifice and endurance for the national cause while also working to ensure that sacrifices were minimised and borne equally. This combination of framing the war and mitigating its effects was vital in maintaining civilian support for the war effort.EThOS - Electronic Theses Online ServiceGBUnited Kingdo

    Citizens at war : the experience of the Great War in Essex, 1914-1918

    No full text
    This thesis examines the experiences and attitudes of civilians in Essex during the First World War, 1914-1918. Through these it explores the reasons for people’s continued support for the war and how public discourse shaped conceptions of the war’s purpose and course and what sacrifices were needed and acceptable in pursuit of victory. This combination kept the war comprehensible and enabled people to continue to support it. Vital to getting a picture of how the war was understood is an account of the role of the local elites that sought to shape popular knowledge and attitudes about the war. The narratives of the war, the discourse of sacrifice, and elites’ roles evolved with events at home and at the front. Chapter 1 deals with the initial reactions to the war and growing acceptance of the major war narratives. The second and third chapters address two of their major features: attitudes towards the enemy and volunteering for the armed forces. The fourth chapter addresses the changes to the war's narratives and ideas of sacrifice as casualties and hardships increased from 1916, while Chapter 5 provides an in-depth case study of local military service tribunals. The final chapter deals with the crises of 1917-18, which covered both the expected course of the war and the image of equal sacrifice, and how local and national elites overcame these problems. The successful depiction of the Great War as necessary, just, winnable, and fought against an evil enemy allowed civilians to accept sacrifices in order to win. An evolving discourse of sacrifice framed what was expected of and acceptable to civilians. Local elites played an essential role: advocating sacrifice and endurance for the national cause while also working to ensure that sacrifices were minimised and borne equally. This combination of framing the war and mitigating its effects was vital in maintaining civilian support for the war effort.EThOS - Electronic Theses Online ServiceGBUnited Kingdo

    A Design Space For Meaningful Structural Gamification

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    Late Breaking Work, CHI’18 Extended Abstracts. 2018Gamification design is a complex process. Existing game-ful design methods generally focus on high level motiva-tional considerations. In order to provide designers with the tools to create meaningful and motivating game elements, we propose a design space that encapsulates lower-level design decisions, such as visual and operational aspects, during the design process. We also propose a set of design cards and a board that aim to support the design process for collaborative design sessions

    Investigating the Effects of Tailored Gamification on Learners' Engagement over Time in a Learning Environment

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    International audienceGamification has been widely used to increase learners' motivation and engagement in digital learning environments. Various studies have highlighted the need to tailor gamification according to users' characteristics. However, little is known about how tailoring gamification affects learners' engagement when interacting with the environment. In this paper, we analyse learners' behaviours in a large-scale field study in real-world classroom conditions over a six-week period. We identify three behavioural patterns and show at a global level that two of these patterns are influenced by adaptation. When we look at how learners' engagement evolves over time, we see more differences in the adapted condition, specifically in the final lessons of the experiment. Globally learners' engaged behaviours gradually decreased over time but tailoring the game elements to learners seemed to reduce this decrease or make it more stable, depending on the behavioural patterns

    Investigating the Effects of Tailored Gamification on Learners' Engagement over Time in a Learning Environment

    No full text
    International audienceGamification has been widely used to increase learners' motivation and engagement in digital learning environments. Various studies have highlighted the need to tailor gamification according to users' characteristics. However, little is known about how tailoring gamification affects learners' engagement when interacting with the environment. In this paper, we analyse learners' behaviours in a large-scale field study in real-world classroom conditions over a six-week period. We identify three behavioural patterns and show at a global level that two of these patterns are influenced by adaptation. When we look at how learners' engagement evolves over time, we see more differences in the adapted condition, specifically in the final lessons of the experiment. Globally learners' engaged behaviours gradually decreased over time but tailoring the game elements to learners seemed to reduce this decrease or make it more stable, depending on the behavioural patterns

    Towards engineering future gameful applications

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    none3siGamification is the exploitation of game mechanisms for serious applications. In general they target societal challenges by engaging people in game-like scenarios. These mechanisms are so successful that there exists a growing interest in exploiting gamification in other scenarios where in general the fundamental need is enhancing people self-motivation. Notably, a major engagement could be necessary for students attending courses, employees with decreasing enthusiasm for their work, users lacking interest for certain applications, and so forth. In this respect, even though there exist disparate solutions to create gameful applications, they are intended to be built from scratch and stand-alone. This paper instead proposes a line of research, in the software engineering field by which gameful mechanisms can be bound to existing software applications to create gamified scenarios. In this way, potential adopters are only required to define the game elements and how they should be combined, while the remaining game automation part is obtained for free. Interestingly, this approach not only simplifies the adoption of gamification elements in pre-existing applications, but it also discloses the opportunity of enhancing the engineering of gameful applications as well as the management of the combination of multiple games.noneBucchiarone, Antonio; Cicchetti, Antonio; Marconi, AnnapaolaBucchiarone, Antonio; Cicchetti, Antonio; Marconi, Annapaol
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