gamification: a roundtable on game studies and hci perspectives
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DiGRA 2011
GamificationA roundtable on game studies and HCI perspectivesR. Khaled, D. Dixon, S. Deterding Utrecht, September 16, 2011
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Today
• Introduction
• Pre-history of “gamification” in HCI
• Current topics in HCI
• Defining “gamification”
• Debate!
3
You are here
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“Gamification”?
4
“The use of game design elementsin non-gaming contexts”
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“Gamification”?
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“Gamification”?
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The blueprint
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PointsTracking, Feedback
BadgesGoal-setting
LeaderboardsCompetition
IncentivesRewards
(And behavioral analytics in the backend)
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The enablers
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Analytics & sensors
Success stories
Existing discourses& practices
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Today
• Introduction
• Pre-history of “gamification” in HCI
• Current topics in HCI
• Defining “gamification”
• Debate!
9
You are here
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“Gamification” in HCI: A prehistory
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UtilityUsability
The great beyond
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Three Paradigms of HCI
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Precursors(1980+)
Man as computerCognitive sciences
Man as machineErgonomics
Man as meaning-makerHuman sciences
Repurposings(2001+)
UX(2002+)
Hedonic attributesGame UX
Ludic design(2002+)
Playfulness(2005+)
CSCW(2005+)
Persuasive Tech(2006+)
Harrison, S., Tatar, D., and Sengers, P. The Three Paradigms of HCI. Proc. AltCHI 2007, ACM Press (2007).
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PrecursorsEnjoyable interfaces,fun of use, metaphors(1980-1988)
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Repurposing3d engines, interfaces, controllers, inputs(2001+)
Dennis Chao, Doom as an Interface for Process Management (2001)
Louis von Ahn, Games with a Purpose (2006)
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User ExperiencePleasure, fun, emotion, desire, hedonic attributes(2002+)
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Game UXPlayability heuristics, metrics,models of game experience(2002+)
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“Ludic design”Curiosity, exploration, reflection, openness(2002+)
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PlayfulnessConditions, elements,experiences, inspiration(2005+)
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CSCWMotivating collaboration,recommender/reputation(2005+)
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Persuasive Tech.Persuasive games, persuasive patterns(2006+)
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Today
• Introduction
• Pre-history of “gamification” in HCI
• Current topics in HCI
• Defining “gamification”
• Debate!
20
You are here
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Diversity of applicationsLife as a series of quests
Gerling, K. and Masuch, M.: Exploring the Potentialof Gamification Among Frail Elderly Persons (2011)
Choe, S. P., Jang, H. and Song, J. Roleplaying gamification to encourage social interactions at parties (2011).
Cheng, L., Shami, S., Dugan, C., Muller, M., DiMicco, J., Patterson, J., Rohall, S., Sempere, A. and Geyer, W. Finding Moments of Play at Work (2011).
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Diversity of applicationsChallenges of workingwith real data
Diakopoulos, N. Design Challenges in Playable Data (2011)
Müller, F., Peer, F., Agamanolis, S., and Sheridan, J. Gamification and Exertion (2011)
Cramer, H., Ahmet, Z., Rost, M. and Holmquist, L. E.: Gamification and location-sharing: some emerging social conflicts (2011)
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Diversity of applicationsGamification of services Nikkila, S., Linn, S., Sundaram, H. and Kelliher, A. Playing in
Taskville: Designing a Social Game for the Workplace (2011)
Huotari, K. and Hamari, J. “Gamification” from the perspective of service marketing (2011)
Nikkila, S., Linn, S., Sundaram, H. and Kelliher, A. Playing in Taskville: Designing a Social Game for the Workplace (2011)
Narasimhan, N., Chiricescu, S. and Vasudevan, V. The Gamification of Television: is there life beyond badges? (2011)
Laschke, M. and Hassenzahl, M.: Being a "mayor" or a "patron"? The difference between owning badges and telling stories (2011)
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Diversity of applicationsEco behaviours
Reeves, B., Cummings, J. J. and Anderson, D. Leveraging the engagement of games to change energy behavior (2011)
Inbar, O., Tractinsky, N., Tsimhoni, O. and Seder, T.: Driving the Scoreboard: Motivating Eco-Driving Through In-Car Gaming (2011).
Brewer, R. S., Lee, G. E., Xu, Y., Desiato, C., Katchuk, M. and Johnson, P. M. Lights Off. Game On. The Kukui Cup: A Dorm Energy Competition (2011).
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Diversity of applicationsGame design and game studies as a design lens
Hoonhout, J. and Meerbeek, B.: Brainstorm triggers: game characteristics as input in ideation (2011)
Dixon, D. Player Types and Gamification (2011)
Choe, S. P., Jang, H. and Song, J. Roleplaying gamification to encourage social interactions at parties (2011).
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Making sense ofgamificationAchievement and badges
Cramer, H., Ahmet, Z., Rost, M. and Holmquist, L. E.: Gamification and location-sharing: some emerging social conflicts (2011)
Antin, J. and Churchill, E. Badges in Social Media: A Social Psychological Perspective (2011)
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Making sense ofgamificationTheories and frameworks
Huotari, K. and Hamari, J. “Gamification” from the perspective of service marketing (2011)
Dimension 1: Presence and Dimension 2: Readiness.The division between discursive and practical consciousness can be mirrored in the interface of the medium by the distinction between presence-at-hand and readiness-to-hand.
Dimension 3: Adversity.The degree to which its material aspects make the game more or less difficult to the players to win.
Cheung, G. Consciousness in Gameplay (2011)
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Making sense ofgamificationIn relation to other theory
Hoonhout, J. and Meerbeek, B.: Brainstorm triggers: game characteristics as input in ideation (2011)
Lee, H.-J. What could media art learn from recent experimental games? (2011)
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Antin, J. and Churchill, E. Badges in Social Media: A Social Psychological Perspective (2011)
Khaled, R. It’s Not Just Whether You Win or Lose: Thoughts on Gamification and Culture (2011)
Deterding, S. Situated motivational affordances of game elements: A conceptual model (2011)Making sense ofgamificationPsychology as a lens
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Discussion topics
Ethics
responsibilities of users,
regulators, designers
need for transparency
and informed consent
privacy and data use
coercion and social pressure
targeting
vulnerable
audiences
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Discussion topics
User groups
socio-economic status/access gaming literacy
cultural groups
player types
work place rolesage
gender
dependency levels
aesthetic tastes
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Discussion topics
Design
user roles
motivations
feedback“best practice”
challenges and
constraints of working
with given tasks, data
balance between user
and designer control
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Discussion topics
Cheating, gaming the system, and emergent
player behaviour
universal
socially defined
morally defined: whose
ends are being furthered
by the cheat?
potential real-world
negative effects
conflict of in-game/out-
of-game goals (getting
points/getting fit)
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Today
• Introduction
• Pre-history of “gamification” in HCI
• Current topics in HCI
• Defining “gamification”
• Debate!
34
You are here
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A definition
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Gamification
- The use of game design
elements in non-game contexts
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A definition
36
Gamification
- The use of game design
elements in non-game contexts
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Games not play
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Game
Play
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Gamefulness
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Using elements of games
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Whole Parts
Dunechaser libertyandvigilance
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Bringing it all together
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Whole Parts
Game
Play
Gameful Designor
Gamification(Serious) Games
Playful DesignToysand
Playthings
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Using different elements of design
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Game design methods Playtesting, playcentric design, value conscious game design
Game models MDA, Game design atoms, CEGE
Game design principles and heuristics
Enduring play, clear goals, variety of play styles
Game design patterns and mechanics Levels, time constraints, limited resources
Game interface patterns Badge, leaderboard, timer
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Non-game contexts
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Contextualising gamification
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the definition again
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Gamification
Gameful Design
- The use of game design
elements in non-game contexts
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Today
• Introduction
• Pre-history of “gamification” in HCI
• Current topics in HCI
• Defining “gamification”
• Debate!
45
You are here
![Page 46: Gamification: A roundtable on game studies and HCI perspectives](https://reader034.vdocuments.site/reader034/viewer/2022050920/54c743b04a7959fb218b45a6/html5/thumbnails/46.jpg)
Debate!
3 focal questions: 3 min/respondent, 15 min open debate• What is new and valuable in the HCI perspective? What is
missing?
• How have these phenomena appeared and been approached
in past game studies?
• What do these phenomena hold for game studies? Why and
how should we study them?
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