47 research outputs found

    How to Engineer Gamification: The Consensus, the Best Practice and the Grey Areas.

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    Gamification typically refers to the use of game elements in a business context in order to change users’ behaviors, mainly increasing motivation and engagement, towards a certain task or a strategic objective. Gamification has received a good deal of emphasis in both academia and industry across various disciplines, e.g., psychology and human computer interaction, and application areas, e.g. education and marketing. Despite the increasing interest, we still need a unified and holistic picture of how to engineer gamification including: the meaning of the term; its development process; the stakeholders and disciplines which need to be involved in it; and the concerns and risks an ad-hoc design could raise for both businesses and users. To address this need, this paper reports on a review of the literature on a range of gamification techniques and applications, followed by empirical research which involved collecting expert opinions using qualitative and quantitative methods. Based on the results of this research,we provide a body of knowledge about gamification and highlight good practice principles and areas of gamification that are debatable and require further investigation

    Ethical Issues of Gamification in Healthcare: The Need to be Involved

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    Gamification techniques have proven to be very effective in improving motivation and commitment, providing increased performance in both qualitative and quantitative terms. For this reason, it has been applied in more and more areas, with health and healthcare being no exception. The potential of this type of approach is enormous, and, on the one hand, it can motivate positive feelings; it can also foster deviant behaviors that fail to contribute to the individual and common good. This chapter aims to explore the relationship between the development of gamification systems and the ethical and moral aspects that are crucial elements when the target of the process becomes the human mind. The main questions and ethical dimensions that will allow us to constitute a reference framework for the development of gamification systems will be presented. Timely reflection and the inclusion of security mechanisms will allow us to develop better experiences for users, always combining improved motivation with the search for the good.info:eu-repo/semantics/publishedVersio

    Videogames as therapy: an updated selective review of the medical and psychological literature

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    There is a long history of using videogames in a therapeutic capacity including rehabilitation for stroke patients, people with traumatic brain injuries, burns victims, wheelchair users, Erb’s palsy sufferers, children undergoing chemotherapy, children with muscular dystrophy, autistic children and individuals looking to overcome real-life challenges (including symptoms of depression) and boost their wellbeing (including boosting life satisfaction, self-efficacy and social support). This paper briefly and selectively examines a number of areas including: (1) videogames as physiotherapy and occupational therapy, (2) videogames as distractors in the role of pain management, (3) videogames and cognitive rehabilitation, (4) videogames and the development of social and communication skills among the learning disabled, (5) videogames and impulsivity/attention deficit disorders, (6) videogames and therapeutic benefits in the elderly, (7) videogames in psychotherapeutic settings, (8) videogames and health care, (9) videogames and anxiety disorders, and (10) videogames and psychological wellbeing. It is concluded that there has been considerable success when games are specifically designed to address a specific problem or to teach a certain skill. However, generalizability outside the game-playing situation remains an important consideration

    Lessons from the Virtual Campus

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    Encouraging engagement in game-based learning

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    It is a common misconception that game-based learning is, by its very nature, engaging for the majority of learners. This is not necessarily the case, particularly for learners in Higher Education who may need to be persuaded of the value of learning games. For some learners, games may simply not be perceived as engaging–either in terms of an initial motivation to play or sustained participation. This paper describes the Alternate Reality Games for Orientation, Socialisation and Induction (ARGOSI) project, which experienced unexpectedly low motivation and participation. Despite extensive marketing, only a small fraction of potential students participated in the game and of those a far smaller number were highly engaged. Evidence from the project is presented and the reasons for the lack of engagement in the game created are considered. Finally the paper reflects on ways in which engagement with game-based learning might be encouraged
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