From game design elements to Gamefulness. Defining Gamification

Similar documents
Gamification is the New galynakey September 2014

Gamification and user types: Reasons why people use gamified services

Game Design

CS449/649: Human-Computer Interaction

What is, what is not and where it is useful Alberto Signoretti Nuno Almeida Diogo Vieira Ana I. Martins António Teixeira

Work Shop Goals PII3 1

CS798 Games for Health Fall 2015 Administrivia

Analysis of Engineering Students Needs for Gamification

Envision original ideas and innovations for media artworks using personal experiences and/or the work of others.

CHI 2013: Changing Perspectives, Paris, France. Work

From A Brief History of Urban Computing & Locative Media by Anne Galloway. PhD Dissertation. Sociology & Anthropology. Carleton University

Partner name: MuLab

Visual Art Standards Grades P-12 VISUAL ART

EDUCATING AND ENGAGING CHILDREN AND GUARDIANS ON THE BENEFITS OF GOOD POSTURE

Media Today, 6 th Edition. Chapter Recaps & Study Guide. Chapter 2: Making Sense of Research on Media Effects and Media Culture

NICE: Combining Constructionism, Narrative, and Collaboration in a Virtual Learning Environment

Visual Arts What Every Child Should Know

Human-computer Interaction Research: Future Directions that Matter

Accessibility on the Library Horizon. The NMC Horizon Report > 2017 Library Edition

Experimental Gameplay: Toward a Massively Popular Scientific Practice. Jane McGonigal, PhD

Gamification and games share many characteristics.

Pervasive Games Theory and Design

Powering Human Capability

WIMPing Out: Looking More Deeply at Digital Game Interfaces

New Challenges of immersive Gaming Services

Artistic Literacy for All!

HOW AUGMENTED REALITY CAN TRANSFORM THE GAMBLING INDUSTRY. ENTERTAIN YOUR PLAYERS THRILL THEM KEEP THEM

GAMR CASE. Investment INTRO GAMR INVESTMENT CASE

Pathway Descriptions. Titles 100 Characters Descriptions 1000 Characters. 1. Ancient Civilizations

Radical Change and Standing Up for Youth. Digital Natives are not Digital Zombies

INTERNATIONAL CONFERENCE ON ENGINEERING DESIGN ICED 99 MUNICH, AUGUST 24-26, 1999 THE ECOLOGY OF INNOVATION IN ENGINEERING DESIGN

Seeing things clearly: the reality of VR for women. Exploring virtual reality opportunities for media and technology companies

Games Beyond Gamification: Transmedia Games, Pervasive Entertainment & Chameleon - Insight Curator

The research field on pervasive games is young. As far as we are aware, no one knows precisely when and where the term pervasive games was coined.

Charting Past, Present, and Future Research in Ubiquitous Computing

Technical context I: physical access

Why study the media?

Delaware Standards for Visual & Performing Arts

Networked Virtual Environments

Academic identities re-formed? Contesting technological determinism in accounts of the digital age (0065)

Gaming for sustainable futures

BOX, Floor 5, Tower 3, Clements Inn, London WC2A 2AZ, United Kingdom

Gamification in Tourism Advertising: Game Mechanics and Practices

culture. Nowadays, cross-cultural design has become a standard practice and a daily test in many Information Technology (IT) companies as follows.

Grade 6: Creating. Enduring Understandings & Essential Questions

National Core Arts Standards Grade 8 Creating: VA:Cr a: Document early stages of the creative process visually and/or verbally in traditional

4 Pillars of Digital Game Based Learning

Exploring the Nature of Virtuality An Interplay of Global and Local Interactions

Intelligence Communication in the Digital Age. Dr. Rubén Arcos, Ph.D.

Years 5 and 6 standard elaborations Australian Curriculum: Design and Technologies

Serious Game Secrets. What, Why, Where, How, Who Cares? Andrew Hughes, Designing Digitally

Delaware Standards for Visual & Performing Arts

Below is provided a chapter summary of the dissertation that lays out the topics under discussion.

EMERGENT DIGITAL PRACTICES (EDPX)

Art, Middle School 1, Adopted 2013.

Culture is culture only to the extent that culture does not deny her playful character. Homo Ludens: culture arises from play.

Important note To cite this publication, please use the final published version (if applicable). Please check the document version above.

Design: Internet Technology in Pervasive Games

Moving Game X to YOUR Location In this tutorial, you will remix Game X, making changes so it can be played in a location near you.

Years 9 and 10 standard elaborations Australian Curriculum: Design and Technologies

1.1 Students know how to use maps, globes, and other geographic tools to acquire, process, and report information from a spatial perspective.

Grade 5: Kansas Visual Art Performance Standards

Appendix I Engineering Design, Technology, and the Applications of Science in the Next Generation Science Standards

MEDIA AND INFORMATION

Mobile and Pervasive Game Technologies. Joel Ross ICS 62 05/19/2011

ICT and ist effect on young Generation ICT is an extended term for Information Technology (IT) which stresses the role of unified Communications and

encompass - an Integrative Approach to Behavioural Change for Energy Saving

On the Emergence and Diffusion of Cultural Innovations: The Cubist Aesthetic in Twenty-first Century Television Programming

5 th Grade I can... Critical Vocabulary Formative Assessment/Resources

BI TRENDS FOR Data De-silofication: The Secret to Success in the Analytics Economy

Effective Serious Games

Visual Arts Standards

DOCTORAL THESIS (Summary)

Meaning, Mapping & Correspondence in Tangible User Interfaces

preface Motivation Figure 1. Reality-virtuality continuum (Milgram & Kishino, 1994) Mixed.Reality Augmented. Virtuality Real...

The Hong Kong Polytechnic University. Subject Description Form

Revised East Carolina University General Education Program

Pervasive GameFlow. Identifying and Exploring the Mechanisms of Player Enjoyment in Pervasive Games. Kalle Jegers

NATHAN JURGENSON & PJ REY University

Effective Iconography....convey ideas without words; attract attention...

COMMERCIAL INDUSTRY RESEARCH AND DEVELOPMENT BEST PRACTICES Richard Van Atta

Edgewood College General Education Curriculum Goals

250 Introduction to Applied Programming Fall. 3(2-2) Creation of software that responds to user input. Introduces

Funding line 1: Cultural Heritage and History

Game Studies. Prepare to be schooled.

Virtual and Augmented Reality for Cabin Crew Training: Practical Applications

Using the Gartner Hype Cycle to Evaluate the Adoption of Emerging Technology Trends in Higher Education 2013 to 2016

From Information Technology to Mobile Information Technology: Applications in Hospitality and Tourism

CONTENTS. List of Tables and Figures List of Boxes Acknowledgements. 27 Suggested further reading

Game Design and Programming

INTERACTION AND SOCIAL ISSUES IN A HUMAN-CENTERED REACTIVE ENVIRONMENT

UNIVERSITY OF BRITISH COLUMBIA Department of Curriculum and Pedagogy Winter I 2009

Enterprise Architecture 3.0: Designing Successful Endeavors Chapter II the Way Ahead

2015 Arizona Arts Standards. Media Arts Standards K - High School

Media and Communication (MMC)

Access Invaders: Developing a Universally Accessible Action Game

DoDEA College and Career Ready Standards for Arts (CCRSA) Visual Arts Grades K-12

MEDIA ARTS FOR DANCE. Georgia Standards of Excellence (GSE) HIGH SCHOOL Grade 9 Grade 12

Development and Deployment of Embedded Vision in Industry: An Update. Jeff Bier, Founder, Embedded Vision Alliance / President, BDTI

ICSB Top 10 Trends for 2019 Micro-, Small and Medium-sized Enterprises (MSMEs) continue to be on the move!

Transcription:

From game design elements to Gamefulness Defining Gamification

Gamification The use of game design elements in non-game context. This commercial deployment of gamified applications to large audiences potentially promises new, interesting lines of inquiry and data sources for human-computer interaction (HCI) and game studies and indeed, gamification is increasingly catching the attention of researchers. A heavily contested term, especially within the game industry and the game studies community.

Vendors and consultants have tended to describe gamification practically and in terms of client benefits, for example as the adoption of game technology and game design methods outside of the games industry the process of using game thinking and game mechanics to solve problems and engage users integrating game dynamics into your site, service, community, content or campaign, in order to drive participation

Different terms Jane McGonigal redefined Alternate Reality Games as a game you play in your real life to describe her work Game scholar and designer Ian Bogost recommended replacing the term gamification with exploitationware as an act of linguistic politics that would more truthfully portray the villainous reign of abuse that gamification presumably entails.

Serious Games Games used for serious purposes or serious games date back several millennia, migrating from mainly military uses into education and business in the second half of the 20th century. Within serious games, some authors have proposed differentiating between serious games and serious gaming. Whereas the term serious games denotes games designed to convey learning material in being played through, serious gaming encompasses any (educational) utilization of the broader ecology of games that is, all of the technologies, practices, literacies and social processes surrounding games, like reviewing games; producing machinima; or designing virtual items, avatars, levels, or whole games.

Pervasive Games New game genres evolved that stretched the traditional limits of games, bringing games into new contexts, situations and spaces. one or more salient features that expand the contractual magic circle of play spatially, temporally, or socially. Examples: location-based games that take gameplay into the public space, augmented reality games that use digital devices to overlay game representations over the environment, persistent games that continually run to be entered and exited during the course of the day, alternate reality games which take the substance of everyday life and weave it into narratives that layer additional meaning, depth, and interaction upon the real world

Gamefulness vs. Playfulness In game studies, this distinction between games and play is usually tied back to Caillois concept of paidia and ludus as two poles of play activities. Whereas paidia (or playing ) denotes a more freeform, expressive, improvisational, even tumultuous recombination of behaviors and meanings, ludus (or gaming ) captures playing structured by rules and competitive strife toward goals. Academic as well as industry critiques of gamified applications have repeatedly emphasized that these focus almost exclusively on design elements for rule-bound, goal-oriented play (i.e., ludus), with little space for open, exploratory, free-form play (i.e., paidia)

gamefulness (the experiential and behavioral quality), gameful interaction (artifacts affording that quality), and gameful design (designing for gamefulness, typically by using game design elements). In terms of defining gamification, this means that it too has to be analytically distinguished from playfulness or playful design indeed, this marks the novelty of gamified applications.in practice, it can be assumed that they often can and will give rise to playful behaviors and mindsets as well, just as video game players often switch between playful and gameful behaviors and mindsets during play.

http://yukaichou.com/gamification-examples/top-10-marketing-gamification-cases-remember/

Situating Gamification To summarize: Gamification refers to the use (rather than the extension) of design (rather than game-based technology or other game-related practices) elements (rather than full-fledged games) characteristic for games (rather than play or playfulness) in non-game contexts (regardless of specific usage intentions, contexts, or media of implementation).

Situating gamification in the larger field

Gamification between game and play, whole and parts

The Game Design of IKEA

https://www.coursera.org/learn/gamification/lecture/4in5a/11-2-exploitationware