Gamification: A roundtable on game studies and HCI perspectives
Upcoming SlideShare
Loading in...5
×
 

Gamification: A roundtable on game studies and HCI perspectives

on

  • 41,089 views

A presentation fo

A presentation fo

Statistics

Views

Total Views
41,089
Views on SlideShare
39,159
Embed Views
1,930

Actions

Likes
32
Downloads
310
Comments
0

13 Embeds 1,930

http://gamification-research.org 1558
http://dev.spigot.gotpantheon.com 176
http://www.functionals.net 83
http://paper.li 35
http://www.functionals.org 33
http://www.scoop.it 29
http://www.dev.spigot.gotpantheon.com 5
http://moodle.city.ac.uk 4
http://a0.twimg.com 2
http://localhost 2
http://the-refreshing-sip.blogspot.com 1
http://dev.spigot.org 1
http://pinterest.com 1
More...

Accessibility

Upload Details

Uploaded via as Adobe PDF

Usage Rights

CC Attribution-NonCommercial LicenseCC Attribution-NonCommercial License

Report content

Flagged as inappropriate Flag as inappropriate
Flag as inappropriate

Select your reason for flagging this presentation as inappropriate.

Cancel
  • Full Name Full Name Comment goes here.
    Are you sure you want to
    Your message goes here
    Processing…
Post Comment
Edit your comment

Gamification: A roundtable on game studies and HCI perspectives Gamification: A roundtable on game studies and HCI perspectives Presentation Transcript

  • DiGRA 2011GamificationA roundtable on game studiesand HCI perspectivesR. Khaled, D. Dixon, S. DeterdingUtrecht, September 16, 2011cb
  • Today You are here• Introduction• Pre-history of “gamification” in HCI• Current topics in HCI• Defining “gamification”• Debate! 3
  • “Gamification”?“The use of game design elements in non-gaming contexts” 4
  • “Gamification”? 5
  • “Gamification”? 6
  • The blueprint Points Badges Leaderboards IncentivesTracking, Feedback Goal-setting Competition Rewards (And behavioral analytics in the backend) 7
  • The enablers Success stories Existing discoursesAnalytics & sensors & practices 8
  • Today• Introduction You are here• Pre-history of “gamification” in HCI• Current topics in HCI• Defining “gamification”• Debate! 9
  • “Gamification” in HCI: A prehistory Utility Usability The great beyond 10
  • Three Paradigms of HCI Ludic design CSCW (2002+) (2005+)Man as machine Man as computer Man as meaning-makerErgonomics Cognitive sciences Human sciences Precursors Repurposings UX Playfulness Persuasive Tech (1980+) (2001+) (2002+) (2005+) (2006+) Hedonic attributes Game UX 11 Harrison, S., Tatar, D., and Sengers, P. The Three Paradigms of HCI. Proc. AltCHI 2007, ACM Press (2007).
  • PrecursorsEnjoyable interfaces,fun of use, metaphors(1980-1988)
  • Dennis Chao, Doom as an Interface forProcess Management (2001)Repurposing3d engines, interfaces, Louis von Ahn, Games with a Purpose (2006)controllers, inputs(2001+)
  • User ExperiencePleasure, fun, emotion,desire, hedonic attributes(2002+)
  • Game UXPlayability heuristics, metrics,models of game experience(2002+)
  • “Ludic design”Curiosity, exploration,reflection, openness(2002+)
  • PlayfulnessConditions, elements,experiences, inspiration(2005+)
  • CSCWMotivating collaboration,recommender/reputation(2005+)
  • Persuasive Tech.Persuasive games,persuasive patterns(2006+)
  • Today• Introduction You are here• Pre-history of “gamification” in HCI• Current topics in HCI• Defining “gamification”• Debate! 20
  • Gerling, K. and Masuch, M.: Exploring the Potential of Gamification Among Frail Elderly Persons (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).Diversity ofapplicationsLife as a series of quests Choe, S. P., Jang, H. and Song, J. Roleplaying gamification to encourage social interactions at parties (2011).
  • Müller, F., Peer, F., Agamanolis, S., and Sheridan, J. Gamification and Exertion (2011) Diakopoulos, N. Design Challenges in Playable Data (2011)Diversity of Cramer, H., Ahmet, Z., Rost, M. and Holmquist, L. E.: Gamification and location-sharing: some emerging social conflicts (2011)applicationsChallenges of workingwith real data
  • Laschke, M. and Hassenzahl, M.: Narasimhan, N., Chiricescu, S. and Being a "mayor" or a "patron"? Vasudevan,V. The Gamification of The difference between owning Television: is there life beyond badges and telling stories (2011) badges? (2011)Huotari, K. and Hamari, J. “Gamification” fromthe perspective of service marketing (2011)Diversity ofapplicationsGamification of services Nikkila, S., Linn, S., Sundaram, H. and Kelliher, A. Playing in Taskville: Designing a Social Game for the Workplace (2011)
  • Reeves, B., Cummings, J. J. and Anderson, D. Leveraging the Brewer, R. S., Lee, G. E., Xu,Y., Desiato, C., Katchuk, engagement of games to change energy behavior (2011) M. and Johnson, P. M. Lights Off. Game On. The Kukui Cup: A Dorm Energy Competition (2011).Diversity ofapplicationsEco behaviours Inbar, O., Tractinsky, N., Tsimhoni, O. and Seder, T.: Driving the Scoreboard: Motivating Eco-Driving Through In-Car Gaming (2011).
  • Choe, S. P., Jang, H. and Song, J. Roleplaying gamification to Hoonhout, J. and Meerbeek, B.: Brainstorm triggers: encourage social interactions at parties (2011). game characteristics as input in ideation (2011)Diversity ofapplications Dixon, D. Player Types andGame design and game Gamification (2011)studies as a design lens
  • Cramer, H., Ahmet, Z., Rost, M. and Holmquist, L. E.:Gamification and location-sharing: some emergingsocial conflicts (2011) Antin, J. and Churchill, E. Badges in Social Media: A Social Psychological Perspective (2011)Making sense ofgamificationAchievement and badges
  • 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)Making sense of Huotari, K. and Hamari, J. “Gamification” fromgamification the perspective of service marketing (2011)Theories and frameworks
  • Hoonhout, J. and Meerbeek, B.: Brainstorm triggers: game characteristics as input in ideation (2011)Making sense of Lee, H.-J. What could media art learn from recent experimental games? (2011)gamificationIn relation to other theory
  • Khaled, R. It’s Not Just Whether You Win or Lose: Thoughts on Gamification and Culture (2011) Antin, J. and Churchill, E. Badges in Social Media: A Social Psychological Perspective (2011)Making sense of Deterding, S. Situated motivational affordances of game elements: A conceptual model (2011)gamificationPsychology as a lens
  • responsibilities of users, coercion and social pressure regulators, designers Ethics targeting vulnerable privacy and data use audiences need for transparencyDiscussion topics and informed consent
  • socio-economic status/access gaming literacy dependency levelscultural groups User groups aesthetic tastes gender player typesDiscussion topics work place roles age
  • motivations challenges and constraints of working user roles with given tasks, data Design feedback “best practice” balance between userDiscussion topics and designer control
  • morally defined: whose conflict of in-game/out-ends are being furthered of-game goals (gettingby the cheat? points/getting fit) Cheating, gaming the system, and emergent player behaviour universal potential real-world negative effectsDiscussion topics socially defined
  • Today• Introduction• Pre-history of “gamification” in HCI• Current topics in HCI You are here• Defining “gamification”• Debate! 34
  • A definition Gamification - The use of game design elements in non-game contexts 35
  • A definition Gamification - The use of game design elements in non-game contexts 36
  • Games not play Game Play 37
  • Gamefulness 38
  • Using elements of games libert chaser yand Dune vigila nce Whole Parts 39
  • Bringing it all together Game Gameful Design (Serious) Games or Gamification Whole Parts Toys and Playful Design Playthings Play 40
  • Using different elements of design Playtesting, playcentric design, valueGame design methods conscious game designGame models MDA, Game design atoms, CEGEGame design principles and Enduring play, clear goals, variety ofheuristics play styles Levels, time constraints, limitedGame design patterns and mechanics resourcesGame interface patterns Badge, leaderboard, timer 41
  • Non-game contexts 42
  • Contextualising gamification 43
  • the definition again Gamification Gameful Design - The use of game design elements in non-game contexts 44
  • Today• Introduction• Pre-history of “gamification” in HCI• Current topics in HCI You are here• Defining “gamification”• Debate! 45
  • Debate!3 focal questions: 3 min/respondent, 15 minopen 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? 46
  • Thank youRilla Khaled Dan Dixon Sebastian Deterdingrikh@itu.dk dan@digitaldust.org s.deterding@hans-bredow-institut.de