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Exploiting Multi-Level Modelling for
Designing and Deploying Gameful Systems
Antonio CicchettiAntonio Bucchiarone, Annapala Marconi
“The use of game design elements
in non-game contexts”
S. Deterding, 2011
• Game objectives are real-world challenges.
• Obstacles are real but, thanks to game concepts and mechanics, are tackled
with enthusiasm and resolution.
• The game layer enables a rewarding system based on:
• extrinsic/intrinsic incentives
• short feedback cycles
Gamification for engagement & behavioral change
Gameful System
• A software artifact that embeds a gamification process composed by the
following components:
Game Elements
• Basic building blocks of gamified applications.
• They are defined to specify how the players should interact with the
application to reach the ultimate goals.
Game Mechanics
• Set of rules that specify how the game should evolve for its participants
(i.e., students, citizens or employees).
Game Dynamics
• The ”emergent” behavior that arises using a gameful system, when the
mechanics are used.
A Gamification Framework for Smart Cities
1. Raman Kazhamiakin, Annapaola Marconi, Alberto Martinelli, Marco Pistore, and Giuseppe Valetto. A gamification
framework for the long-term engagement of smart citizens. In IEEE International Smart Cities Conference, ISC2
2016, pages 1–7, 2016.
2. http://www.drools.org
• Software component1 responsible for the execution of the game
associated with the gameful application.
• Rule execution system (i.e., DROOLS2) able to execute a rule set, with
constitutes the implementation of the game logic.
https://github.com/smartcommunitylab/smartcampus.gamification
Gamified Systems for
Smart Cities and Communities
To gain and keep the motivation of target players.
To combine a variety of behavioural change goals.
Easy-to-reproduce games in different contexts
(different cities with different players and challenges)
Motivation
Current Limits
Increased error-proneness of the implementation with the growth of
the game complexity an its needs of maintenance and evolution.
1
Difficulty in monitoring the evolution of the game and possibly
applying runtime adaptations.
2
Decreased chances of reusing game elements in other scenarios.3
Definition of wrong update for a certain score, making a challenge too
easy/complicated or even impossible to achieve.
4
No way to monitor the player progress (i.e., too slow) and act with
adaptation mechanisms (i.e., revised challenge).
5
a tool to design domain-specific languages (DSL)
• Modular approach that can be customized for different gameful
systems and reflects the gamification process.
• Different modelling layers (multi-level modelling), each of which
defined on the basis of the layer above, and the utility layers
(simulation, monitoring, adaptation) that are orthogonal – they can be
defined on the basis of any of them.
GDF: a tool for designing gamified applications
through model-driven engineering mechanisms
https://www.jetbrains.com/mps
GML: Gamification Model Language
• Core language to introduce the essential elements to describe a gameful
system.
• Basic building blocks on top of which al the other layers can be described.
• GML is an instance of a modelling language: the MPS base language.
GaML: Game Model Language
• It relies on Game Mechanics and allows the game designer to design a
concrete game in a specific domain (i.e., education, mobility).
• dataDrivenActions: actions
that acts on data (i.e., kms,
legs, etc..).
• experiencePoints: points
used to quantify a players
progression through a game
(i.e., pedibus_distance,
walk_km).
GiML: Game Instance Model Language
• It relies on Game Dynamics and is used to specify the instantiation of the
different games originating from the same GameDefinition.
• Game instances differ from one another by the set of teams and players
that play a certain instance of a game definition (i.e., Institute and
School instances) and the set of game elements instances (i.e., points,
actions, etc..)
Game Utility Languages
GsML - Simulation
• It allows to simulate game scenario for a specific
Team/Player that can execute an action instance or
can win a specific challenge.
Game Utility Languages
GmML - Monitoring
• It allows to monitor the state of a specific
Team/Player and check specific game variables: (daily
speed, completition percentage, delay, etc..)
Game Utility Languages
GadML – Runtime Adaptation
• It allows to inject new game content on-the-fly for a
specific player game instance (i.e., new/revised
challenge proposed by a recommendation system).
GDF Internal Logic
https://github.com/antbucc/GDF.git https://youtu.be/wxCe6CTeHXk
models@runtime models@runtime
Game Deployment (GiML)
Game Adaptation
Player State Monitoring
Retrieved Player State
Game
Design
Game
Deployment
Game
Simulation
Game
Monitoring
Game
Adaptation
GDF: a tool for designing gamified applications
through model-driven engineering mechanisms
Thursday, September 19th
Tools and Demos @Forum 12+13+14 -
13.30-15.00
Poster Session @Highlight Towers
Today 19.00-23.00
Conclusions
• A domain independent solution for the design of gamified applications.
• The choice of a multi-level modelling came out from the nature of
gamification applications.
• The solution proposed leverages language imports and inheritance
mechanisms provided by MPS.
• MPS supports language embedding through which is possible to
reuse/extend the concepts defined in one language for the specification
of another language.
• The number of levels and instantiation depth are determinated
dynamically by the use of a language.
GML (M4) à GaML (M3) -> GiML (M2)
• GDF allows domain experts to reason about gamification specific
concerns while implementation details are automatically handled by
the code generators.
Future Works
• To investigate further adaptation and learning capabilities of GDF.
• Integration with the Recommendation System.
• User-friendly Editors and Monitoring Dashboards.
• A more solid empirical evaluation should be done.
• From the PoC to the Production pipeline.
• To be ready for the next games (KGG and Play&GO) editions.
26
Questions?
Thanks J
Antonio Bucchiarone
bucchiarone@fbk.eu
@antbucc

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GDF: A Gamification Design Framework powered by Model-Driven Engineering

  • 1. Exploiting Multi-Level Modelling for Designing and Deploying Gameful Systems Antonio CicchettiAntonio Bucchiarone, Annapala Marconi
  • 2. “The use of game design elements in non-game contexts” S. Deterding, 2011
  • 3. • Game objectives are real-world challenges. • Obstacles are real but, thanks to game concepts and mechanics, are tackled with enthusiasm and resolution. • The game layer enables a rewarding system based on: • extrinsic/intrinsic incentives • short feedback cycles Gamification for engagement & behavioral change
  • 4. Gameful System • A software artifact that embeds a gamification process composed by the following components:
  • 5. Game Elements • Basic building blocks of gamified applications. • They are defined to specify how the players should interact with the application to reach the ultimate goals.
  • 6. Game Mechanics • Set of rules that specify how the game should evolve for its participants (i.e., students, citizens or employees).
  • 7. Game Dynamics • The ”emergent” behavior that arises using a gameful system, when the mechanics are used.
  • 8. A Gamification Framework for Smart Cities 1. Raman Kazhamiakin, Annapaola Marconi, Alberto Martinelli, Marco Pistore, and Giuseppe Valetto. A gamification framework for the long-term engagement of smart citizens. In IEEE International Smart Cities Conference, ISC2 2016, pages 1–7, 2016. 2. http://www.drools.org • Software component1 responsible for the execution of the game associated with the gameful application. • Rule execution system (i.e., DROOLS2) able to execute a rule set, with constitutes the implementation of the game logic. https://github.com/smartcommunitylab/smartcampus.gamification
  • 9. Gamified Systems for Smart Cities and Communities
  • 10. To gain and keep the motivation of target players. To combine a variety of behavioural change goals. Easy-to-reproduce games in different contexts (different cities with different players and challenges) Motivation
  • 11. Current Limits Increased error-proneness of the implementation with the growth of the game complexity an its needs of maintenance and evolution. 1 Difficulty in monitoring the evolution of the game and possibly applying runtime adaptations. 2 Decreased chances of reusing game elements in other scenarios.3 Definition of wrong update for a certain score, making a challenge too easy/complicated or even impossible to achieve. 4 No way to monitor the player progress (i.e., too slow) and act with adaptation mechanisms (i.e., revised challenge). 5
  • 12. a tool to design domain-specific languages (DSL) • Modular approach that can be customized for different gameful systems and reflects the gamification process. • Different modelling layers (multi-level modelling), each of which defined on the basis of the layer above, and the utility layers (simulation, monitoring, adaptation) that are orthogonal – they can be defined on the basis of any of them. GDF: a tool for designing gamified applications through model-driven engineering mechanisms https://www.jetbrains.com/mps
  • 13. GML: Gamification Model Language • Core language to introduce the essential elements to describe a gameful system. • Basic building blocks on top of which al the other layers can be described. • GML is an instance of a modelling language: the MPS base language.
  • 14. GaML: Game Model Language • It relies on Game Mechanics and allows the game designer to design a concrete game in a specific domain (i.e., education, mobility). • dataDrivenActions: actions that acts on data (i.e., kms, legs, etc..). • experiencePoints: points used to quantify a players progression through a game (i.e., pedibus_distance, walk_km).
  • 15. GiML: Game Instance Model Language • It relies on Game Dynamics and is used to specify the instantiation of the different games originating from the same GameDefinition. • Game instances differ from one another by the set of teams and players that play a certain instance of a game definition (i.e., Institute and School instances) and the set of game elements instances (i.e., points, actions, etc..)
  • 16. Game Utility Languages GsML - Simulation • It allows to simulate game scenario for a specific Team/Player that can execute an action instance or can win a specific challenge.
  • 17. Game Utility Languages GmML - Monitoring • It allows to monitor the state of a specific Team/Player and check specific game variables: (daily speed, completition percentage, delay, etc..)
  • 18. Game Utility Languages GadML – Runtime Adaptation • It allows to inject new game content on-the-fly for a specific player game instance (i.e., new/revised challenge proposed by a recommendation system).
  • 19. GDF Internal Logic https://github.com/antbucc/GDF.git https://youtu.be/wxCe6CTeHXk models@runtime models@runtime
  • 23. Game Design Game Deployment Game Simulation Game Monitoring Game Adaptation GDF: a tool for designing gamified applications through model-driven engineering mechanisms Thursday, September 19th Tools and Demos @Forum 12+13+14 - 13.30-15.00 Poster Session @Highlight Towers Today 19.00-23.00
  • 24. Conclusions • A domain independent solution for the design of gamified applications. • The choice of a multi-level modelling came out from the nature of gamification applications. • The solution proposed leverages language imports and inheritance mechanisms provided by MPS. • MPS supports language embedding through which is possible to reuse/extend the concepts defined in one language for the specification of another language. • The number of levels and instantiation depth are determinated dynamically by the use of a language. GML (M4) à GaML (M3) -> GiML (M2) • GDF allows domain experts to reason about gamification specific concerns while implementation details are automatically handled by the code generators.
  • 25. Future Works • To investigate further adaptation and learning capabilities of GDF. • Integration with the Recommendation System. • User-friendly Editors and Monitoring Dashboards. • A more solid empirical evaluation should be done. • From the PoC to the Production pipeline. • To be ready for the next games (KGG and Play&GO) editions.