a playful affordances model for gameful learning
DESCRIPTION
Robert Songer and Kazunori Miyata. Japan Advanced Institute of Science and TechnologyTRANSCRIPT
A Playful Affordances Model for Gameful
LearningRobert W. Songer¹² Kazunori Miyata²
¹Kanazawa Technical College
²Japan Advanced Institute of Science and Technology
Does Gamification Work?
• A review of empirical studies on gamification reveal numerous variables related to the efficacy of gamified systems, namely related to the context and the user. [7]
How can we design game-like experiences that encourage student learning?
TEEM '14, October 01 - 03 2014, Salamanca, Spain
Gamification vs. Gameful Design [6]
Gamification• Game design elements in
non-game context• Often seen as a “game-layer”• Employs rhetoric and metaphor
Gameful Design• Game-like experiences from
game design principles• Instills ludic qualities• Gameplay behavioral outcomes
TEEM '14, October 01 - 03 2014, Salamanca, Spain
What motivates gamers?
• Self-Determination Theory (SDT) says feelings of autonomy, competency and relatedness foster high quality motivation. [14]
↪ Games satisfy these psychological needs for well-being which may or may not be present in real-life. [12]
• A survey of gamers shows dispositional flow and intrinsic regulation to be the strongest motivating factors of gaming. [17]
TEEM '14, October 01 - 03 2014, Salamanca, Spain
Dispositional Flow [5]
1. Balance of challenge and skill2. Merging of actions and awareness3. Clear goals4. Unambiguous feedback5. Concentration on the task at-hand6. A sense of control7. Loss of self-consciousness8. Transformation of time9. Autotelic experience
TEEM '14, October 01 - 03 2014, Salamanca, Spain
Mechanics
Dynamics
Aesthetics
System
Interaction
Experience
Transformation
Interface Design
Patterns and Mechanics
Principles and Heuristics
Game Models
Game Design Methods
MDA [9] Playful Persuasion [13] Game Design Elements [6]
Frameworks for Game Design & Analysis
TEEM '14, October 01 - 03 2014, Salamanca, Spain
Two Definitions of “Game”
“a system in which players engage in an artificial conflict, defined by rules, that results in a quantifiable outcome”
([15], p. 80)
“a problem-solving experience approached with a playful attitude”
([16], p. 37)
TEEM '14, October 01 - 03 2014, Salamanca, Spain
The Phenomenon of Play
• Defined by attitude (mode) as well as activity (form). [11]• An autotelic experience communicated implicitly through the framing
of the activity. [2]• A “magic circle” of ritual integrating physical, psychological and social
contexts. [8]
Is it still play if we don’t enjoy the game?
TEEM '14, October 01 - 03 2014, Salamanca, Spain
(Electronic) Games• Artifacts• Social
Context
Target Domain• Artifacts• Social
Context
Psychological State TEEM '14, October 01 - 03 2014, Salamanca, Spain
Gamification in Context
• Game-like experiences rely on a gameful context.
• The domain to be gamified is heavy with context which must then be integrated into the spatial and temporal bounds of the “game”.
1. Use game design elements in the creation of artifacts for learning (materials, assessments, etc.) to make the context gameful.
2. Design for learning goals/outcomes to emerge from the special meaning created through play within the gameful context.
TEEM '14, October 01 - 03 2014, Salamanca, Spain
Play terms (compiled from [1,3,4,10])
Agon Alea Mimicry IlinxChallenge Discovery Fantasy SensationCompetition Curiosity Narrative StimulationDifficulty Exploration Fiction DangerControl Risk Creation SensoryAchievement & Completion
Beauty & Immersion
Cognitive Synergy
Physical Activity
Contest & Challenge
Exploration & Discovery
Imagination & Creativity
Sensation & Arousal
TEEM '14, October 01 - 03 2014, Salamanca, Spain
Playful Affordances
• Multi-dimensional relationship of enjoyable experiences emerging from playful actions
TEEM '14, October 01 - 03 2014, Salamanca, Spain
Discussion
• Affordances guide design; states present qualities to be evaluated.
• Provided for play mode but not utility mode
TEEM '14, October 01 - 03 2014, Salamanca, Spain
Thank You
[1] Apter, M. J. 1991 A Structural-Phenomenology of Play.[2] Bateson, G. A 1972. Theory of Play and Fantasy.[3] Caillois, R. 1961. Man, Play, and Games. [4] Costello, B. and Edmonds, E. 2007 A Study in Play,
Pleasure and Interaction Design.[5] Csikszentmihalyi, M. 1990. Flow: the psychology of
optimal experience. [6] Deterding, S., Dixon, D., Khaled, R., and Nacke, L. (2011).
From Game Design Elements to Gamefulness: Defining "Gamification".
[7] Hamari, J., Koivisto, J., and Sarsa, H. 2014. Does Gamification Work? — A Literature Review of Empirical Studies on Gamification.
[8] Huizinga, J. 1955. Homo ludens: a study of the play element in culture.
[9] Hunicke, R., LeBlanc, M., and Zubek, R. 2004. MDA: A Formal Approach to Game Design and Game Research.
[10] Korhonen, H., Montola, M., and Arrasvuori, J. 2009. Understanding Playful User Experience Through Digital Games.
[11] Malaby, T. M. 2008. Anthropology and play: the contours of playful experience.
[12] Przybylski, A. K., Rigby, C. S., and Ryan, R. M. 2010. A Motivational Model of Video Game Engagement.
[13] Rozendaal, M., Vermeeren, A., Bekker, T., and de Ridder, H. 2011. A research framework for playful persuasion based on psychological needs and bodily interaction.
[14] Ryan, R. M. and Deci, E. L. 2000. Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being.
[15] Salen, K. and Zimmerman, E. 2004. Rules of Play: Game Design Fundamentals.
[16] Schell, J. 2008. The Art of Game Design. [17] Wang, C. J., Khoo, A., Liu, W. C., and Divaharan, S. 2008.
Passion and Intrinsic Motivation in Digital Gaming. [18] Yee, N. 2005. Motivations of play in MMORPGs: results
from a factor analytic approach.