Background
Gamification research and practice have gained popularity, but there is a lack of experimental and field evidence regarding the effectiveness of specific design elements and their use ...contexts especially in developing countries.
Aim
This research aimed to measure the effect of gamifying digital learning environments and compare the effects of badges and leaderboards on the development of cognitive and achievement motivation of elementary school students.
Method
A gamified environment focused on the circulatory system and employing interactive storytelling was developed. It was tested through an in-field experiment at an elementary school in Egypt. The research sample was of 30 students in the 5th grade, divided into two equal experimental groups (badges - leaderboard).
Results
The results indicated an increase in cognitive and achievement motivation among students in both experimental groups. However, there were no significant differences in the effects of badges and leaderboards on the cognitive and achievement motivations of the participants in the two experimental groups.
Conclusions
These findings suggest that the effects of gamification are more likely due to the holistic design and novelty, rather than the specific use of a specific game element.
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Digital game technologies, that is, games and emerging game-based applications, are pervasively spread in society as a means of entertainment, education and exercise, amongst other uses. With this ...popularity, attention has been directed towards the accessibility of these technologies to people with disabilities to ensure equity, equal access to opportunities and realize earnings from a significant customer group. This study investigates: How is the attention of academic game accessibility research divided across game technologies, disability categories and use domains? And where is attention needed? To answer these questions, I conducted a review of research (162 manuscripts) on game technologies’ accessibility published between 2016 and 2020, inclusive. The reviewed literature appears to have a utility focus (e.g. on education and health management) that relatively de-emphasizes the importance of game accessibility for entertainment or fun purposes. Auditory, motor and mobility disabilities, and emerging gamification, exergames, virtual reality (VR) and augmented reality (AR) are especially under researched in the academic domain.
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With increased digitalization, governments and public institutes became potentially better able to practice fuller and wider ranges of democratic governance through e.g., e-participation. ...E-participation, as any means of engagement with the common good, is, however, a difficult area of human motivation as it can be seen to exist outside the common hurdles of the everyday life and where the effects of participation are often invisible or take a long time to materialize. Recent trends of digitalization, such as gamification; a popular approach for stimulating motivation, have been proposed as remedies to foster e-participation. A plethora of applications and research has emerged related to gamified e-participation. However, there is currently a dearth in our knowledge of how gamification is being applied, researched or what its possible positive and negative outcomes can be. This study employed a systematic literature review approach in order to summarize research and findings on gamified e-participation. 66 papers were reviewed, the majority of which indicated that gamified e-participation is linked to increased engagement, motivation, civic learning and enjoyment amongst other outcomes. Nonetheless, question remains as to ethical and inclusive gamification, for which, this research provides directions for future research.
•We review the corpus of literature on gamified e-participation (66 papers).•We map types of gamification, modes of e-participation, methods and results.•Gamified e-participation can have positive outcomes, but critical research is needed.•We note current limitation in the corpus and suggest avenues for future research.
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GEOZS, IJS, IMTLJ, KILJ, KISLJ, NLZOH, NUK, OILJ, PNG, SAZU, SBCE, SBJE, UILJ, UL, UM, UPUK, ZAGLJ, ZRSKP
Background. Gamification is concerned with the utilization of motivational affordances that create value-adding experience in the design of services. It has many applications in different fields and ...has been shown to be a good design methodology to influence motivation and behavioral change. Civic engagement and its online platforms could benefit from gamification, as these areas suffer from low engagement levels, thus defeating the purpose for which they are created.
Purpose. There is a lack of understanding of how civic engagement platforms should be gamified to sustain active engagement and assist in community building, while also fulfilling their operational objectives. This article aims to provide a theoretical framework and guidelines for the gamification of civic engagement platforms.
Contribution. A theoretical framework for the gamification of civic engagement platforms is presented, drawing upon self-determination theory and democratic deliberation theory. Through this work, we also identify future research directions and highlight the need for research on related subjects.
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•We study effect of gamification, quantified-self and social networking features.•Mediating variables are affective, informational and social feedback.•Dependent variables are perceived benefits and ...continued use intention.•Context of the study is a mobile motivational information system for health.•Overall, motivational design increases feedback, benefits and continued use.
With the increasing provenance of hedonic and social information systems, systems are observed to employ other forms of feedback and design than purely informational in order to increase user engagement and motivation. Three principle classes of motivational design pursuing user engagement have become increasingly established; gamification, quantified-self and social networking. This study investigates how the perceived prominence of these three design classes in users’ use of information system facilitate experiences of affective, informational and social feedback as well as user’s perceived benefits from a system and their continued use intentions. We employ survey data (N = 167) gathered from users of HeiaHeia; an exercise encouragement system that employs features belonging to the three design classes. The results indicate that gamification is positively associated with experiences of affective feedback, quantified-self with experiences of both affective and informational feedback and social networking with experiences of social feedback. Experiences of affective feedback are further strongly associated with user perceived benefits and continued use intentions, whereas experiences of informational feedback are only associated with continued use intentions. Experiences of social feedback had no significant relationship with neither. The findings provide practical insights into how systems can be designed to facilitate different types of feedback that increases users’ engagement, benefits and intentions to continue the use of a system.
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Systems and services we employ in our daily life have increasingly been augmented with motivational designs which fall under the classes of (1) gamification, (2) quantified-self and (3) social ...networking features that aim to help users reach their goals via motivational enforcement. However, users differ in terms of their orientation and focus toward goals and in terms of the attributes of their goals. Therefore, different classes of motivational design may have a differential fit for users. Being able to distinguish the goal profiles of users, motivational design could be better tailored. Therefore, in this study we investigate how different goal foci (outcome and focus), goals orientation (mastery, proving, and avoiding), and goal attributes (specificity and difficulty) are associated with perceived importance of gamification, social networking and quantified-self features. We employ survey data (
N
=
167
) from users of HeiaHeia; a popular exercise encouragement app. Results indicate that goal-setting related factors of users and attributes of goals are connected with users’ preference over motivational design classes. In particular, the results reveal that being outcome-focused is associated with positive evaluations of gamification and quantified-self design classes. Users with higher proving-orientation perceived gamification and social networking design classes as more important, users with lower goal avoidance-orientation perceived social networking design as more important, whereas users with higher mastery-orientation perceived quantified-self design more important. Users with difficult goals were less likely to perceive gamification and social networking design important, whereas for users with high goal specificity quantified-self features were important. The findings provide insights for the automatic adaptation of motivational designs to users’ goals. However, more research is naturally needed to further investigate generalizability of the results.
•A method for engineering gamified software is presented. It was developed via:1.Systematic review of past literature and methods to identify design principles2.Interviews with 25 leading ...gamification industry experts3.Evaluations in a practical use case and via industry expert interviews•Evaluations indicate the method is comprehensive, highly usable, and complete.
Since its inception around 2010, gamification has become one of the top technology and software trends. However, gamification has also been regarded as one of the most challenging areas of software engineering. Beyond traditional software design requirements, designing gamification requires the command of disciplines such as (motivational/behavioral) psychology, game design, and narratology, making the development of gamified software a challenge for traditional software developers. Gamification software inhabits a finely tuned niche of software engineering that seeks for both high functionality and engagement; beyond technical flawlessness, gamification has to motivate and affect users. Consequently, it has also been projected that most gamified software is doomed to fail.
This paper seeks to advance the understanding of designing gamification and to provide a comprehensive method for developing gamified software.
We approach the research problem via a design science research approach; firstly, by synthesizing the current body of literature on gamification design methods and by interviewing 25 gamification experts, producing a comprehensive list of design principles for developing gamified software. Secondly, and more importantly, we develop a detailed method for engineering of gamified software based on the gathered knowledge and design principles. Finally, we conduct an evaluation of the artifacts via interviews of ten gamification experts and implementation of the engineering method in a gamification project.
As results of the study, we present the method and key design principles for engineering gamified software. Based on the empirical and expert evaluation, the developed method was deemed as comprehensive, implementable, complete, and useful. We deliver a comprehensive overview of gamification guidelines and shed novel insights into the nature of gamification development and design discourse.
This paper takes first steps towards a comprehensive method for gamified software engineering.
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With the development of digital devices, information and communication technology, and software, value creation and capture logics have evolved, and new ones have emerged. The video game industry has ...been a forerunner in this evolution. It has grown from an industry that revolved primarily around entertainment to one that engages game developers, users, spectators, and countless actors, becoming intertwined with many other entertainment and non-entertainment industries, such as education and health management. Although the economic importance of the video game industry has been rapidly increasing over the last two decades or so, research on value creation and capture in the video game industry has remained fragmented and predominantly based on transactional and static views. By addressing theoretical shortcomings and oversights in prior literature, this integrative review of 278 studies makes three key contributions. First, we highlight shortcomings in the current body of knowledge. Second, we craft an integrated framework of value creation and capture logics, which we have conceptualized as the multiplex of value creation logics. Third, we provide future research directions and perspectives on the future evolution of value creation and capture logics, both in and across markets and industry sectors.
•Value creation and capture logics in the video game industry have evolved.•Yet, prior literature has been predominantly based on static views.•This integrative review focuses on 278 studies published in the last 20 years.•Framework for the multiplex of value creation and capture logics is presented.•The framework generates promising research avenues in digitized industries.
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GEOZS, IJS, IMTLJ, KILJ, KISLJ, NLZOH, NUK, OILJ, PNG, SAZU, SBCE, SBJE, UILJ, UL, UM, UPUK, ZAGLJ, ZRSKP
Background Socialization during gaming is an important aspect of gaming for people with and without disabilities. However, we know little about how gamers with disabilities play with others. Aim This ...study investigated the social gaming experiences of individuals with disabilities focusing on research questions 1) Who do people with disabilities play with?, and 2) How do people with disabilities communicate while gaming? Method We conducted a survey study which focused on experiences of gaming with disabilities. In total 92 responses were analyzed. Results The results suggest that gamers with disabilities play digital multiplayer games locally and online with friends, family, strangers, and people they know. The most used communication methods were speech, text, and built-in features. However, some were not communicating at all due to a lack of suitable communication methods. Furthermore, communication varied depending on if the gaming was happening online or locally, and depending on the gaming companions. Discussion The results align with previous research indicating that people with disabilities engage in gaming with friends, family, and strangers similar to any other gamer. However, there is a lack of studies on how people generally communicate in games, nonetheless, as speech and text communication methods are most commonly seen in games, we can assume that they are the most used communication methods for all gamers. Limitations and Future Research This study has limitations both related to the survey questions and the survey participants. We cannot be sure if all understood the questions in the same way, furthermore, most of the participants were experienced Finnish gamers with physical disabilities which could have skewed the results. Further research is necessary to address these limitations and broaden the scope of the study's findings. Conclusions Based on the results, we argue that games should provide multiple means of communication to make social gaming more accessible.
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Natural ventilation is an effectual passive design approach to create a better indoor thermal condition as well as energy efficiency. The primary goal of building design is providing a healthy and ...comfortable indoor environment titled as sustainable architecture. Literature suggests that the significant feature that alteration has to take place on for better energy performance is the envelope design. This paper aims to augment the Window to Wall Ratio (WWR), orientation and courtyard corridor size for improving the design of naturally ventilated courtyard high-rise residential buildings. Briefly, the findings indicate that contending with WWR, orientation and courtyard corridor size could increase the potential of improving its natural ventilation and thus, thermal performance.