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Towards Engineering Future Gameful Applications
Antonio CicchettiAntonio Bucchiarone, Annapaola Marconi
“The use of game design elements
in non-game contexts”
S. Deterding, 2011
To engage people on changing their habits and
contributing to the society.
To adopt game-like solutions for supporting
engagement in disparate contexts (i.e.,
education, mobility, e-health, etc..).
Gamified solutions as separate mechanisms to be
designed and developed as side applications.
Software Engineering approach for
Gameful Applications.
THE GAME PART SHOULD BE
DESIGNED IN ITS MAIN
INGREDIENTS AND DEPLOYED ON
AN APPROPRIATE GAMIFICATION
ENGINE.
GAMEFUL MECHANISMS WOULD BE
HANDLED AS SPECIFIC CONCERNS OF
SOFTWARE APPLICATIONS.
THE GAMING ASPECTS WOULD BE
KEPT SEPARATE AND PLUGGED IN
EXISTING APPLICATIONS INSTEAD OF
REQUIRING AD HOC EXTENSIONS OF
THE APPLICATIONS THEMSELVES.
.
BINDING GAME ELEMENTS
TO EXISTING APPLICATIONS
COMBINATION OF MULTIPLE
GAMEFUL APPLICATIONS
To specify a well-defined set languages for designing a gameful
application, its main components and the behavioural details.
Domain-specific languages (or viewpoints) where a lower level layer
instantiates and possibly refines entities pertaining to the layer(s) above.
To make players active, to meet their preferences, types, and playing
styles for a prolonged period of time.
Game adaptivity and personalization needed to adjust the content
and interaction schemes of games.
More advanced approach enabling the definition of a higher-order game,
that is a game of games.
The orchestrator responsibility to guarantee that, fragments from different
games do not contradict each others;
Abstraction
Personalization
and
Adaptation
Higher-Order
Gamification
Applications
SE
Implications
9
Questions?
Thanks J
Antonio Bucchiarone
bucchiarone@fbk.eu
@antbucc

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Towards Engineering Future Gameful Applications

  • 1. Towards Engineering Future Gameful Applications Antonio CicchettiAntonio Bucchiarone, Annapaola Marconi
  • 2. “The use of game design elements in non-game contexts” S. Deterding, 2011
  • 3. To engage people on changing their habits and contributing to the society. To adopt game-like solutions for supporting engagement in disparate contexts (i.e., education, mobility, e-health, etc..). Gamified solutions as separate mechanisms to be designed and developed as side applications.
  • 4.
  • 5. Software Engineering approach for Gameful Applications. THE GAME PART SHOULD BE DESIGNED IN ITS MAIN INGREDIENTS AND DEPLOYED ON AN APPROPRIATE GAMIFICATION ENGINE. GAMEFUL MECHANISMS WOULD BE HANDLED AS SPECIFIC CONCERNS OF SOFTWARE APPLICATIONS. THE GAMING ASPECTS WOULD BE KEPT SEPARATE AND PLUGGED IN EXISTING APPLICATIONS INSTEAD OF REQUIRING AD HOC EXTENSIONS OF THE APPLICATIONS THEMSELVES. .
  • 6. BINDING GAME ELEMENTS TO EXISTING APPLICATIONS
  • 8. To specify a well-defined set languages for designing a gameful application, its main components and the behavioural details. Domain-specific languages (or viewpoints) where a lower level layer instantiates and possibly refines entities pertaining to the layer(s) above. To make players active, to meet their preferences, types, and playing styles for a prolonged period of time. Game adaptivity and personalization needed to adjust the content and interaction schemes of games. More advanced approach enabling the definition of a higher-order game, that is a game of games. The orchestrator responsibility to guarantee that, fragments from different games do not contradict each others; Abstraction Personalization and Adaptation Higher-Order Gamification Applications SE Implications