This presentation gives and overview of the concept of Gamification, with its pro and cons, and includes some examples of Gamified systems. Finally it introduces the concept of Blended Leaning in which Gamified resources can play a major role.
The Psychology of the Player & Game Character Design and Representation by Sh...Sherry Jones
Dec. 6, 2015 - This presentation explores many psychological theories that can help us understand how players think, and how game characters should be designed.
The Metagame Book Club is a K-12 and College professional development institution that offers free webinars, discussions, live chats, and other interactive activities on the topics of game-based learning, game studies, gamification, and games in general.
Interested in joining us? Visit our website here:
The Metagame Book Club
http://bit.ly/metagamebookclub
"The Ethics of Gamification and Gamified Learning" by Sherry Jones (April 16,...Sherry Jones
April 16, 2015 - This is my presentation on issues and research regarding gamification in higher education for the e-Learning Consortium of Colorado (eLCC) conference.
Abstract:
"Gamification is the application of game elements to non game context to influence user behavior. Gamified learning is to construct game-like environments to influence learner behavior. Researchers in Game Studies have raised ethical concerns over gamification. This presentation will address concerns and methods for ethical gamification of classrooms and LMSs."
This presentation gives and overview of the concept of Gamification, with its pro and cons, and includes some examples of Gamified systems. Finally it introduces the concept of Blended Leaning in which Gamified resources can play a major role.
The Psychology of the Player & Game Character Design and Representation by Sh...Sherry Jones
Dec. 6, 2015 - This presentation explores many psychological theories that can help us understand how players think, and how game characters should be designed.
The Metagame Book Club is a K-12 and College professional development institution that offers free webinars, discussions, live chats, and other interactive activities on the topics of game-based learning, game studies, gamification, and games in general.
Interested in joining us? Visit our website here:
The Metagame Book Club
http://bit.ly/metagamebookclub
"The Ethics of Gamification and Gamified Learning" by Sherry Jones (April 16,...Sherry Jones
April 16, 2015 - This is my presentation on issues and research regarding gamification in higher education for the e-Learning Consortium of Colorado (eLCC) conference.
Abstract:
"Gamification is the application of game elements to non game context to influence user behavior. Gamified learning is to construct game-like environments to influence learner behavior. Researchers in Game Studies have raised ethical concerns over gamification. This presentation will address concerns and methods for ethical gamification of classrooms and LMSs."
Character attachment in team-based first person shooter game with respect to ...IJECEIAES
Character attachment have been studied thoroughly from the view of psychology and media researches. In game playing, the player-avatar relationship is a form of character attachment and affects a good game design as well as management systems such as character customizing and in game purchasing policy. In this paper, we investigate such player-avatar relationship on the theme of team-based FPS where in general the attachment is not expected to be high. However, from the online survey for Tom Clancy‟s Rainbow 6 Siege mania groups, we find that there are different character attachment patterns with respect to the role of players in the team– attacker, defender, and supporter. It shows that attackers think avatar as an „object, but the defenders show more „avatar as others‟ than the attackers. The supporters show high responsibility for the avatar and their play style is most like „avatar as symbiote‟ manner.
A brief overview on the gaming industry, the types of games we play, and how elements from game design are being used outside of the consoles in order to influence our behaviour in the real world...
FreeForm is a evening of discussion on technology, the non-traditional and cool stuff held by Saatchi & Saatchi London.
Talk at the 6th International Conference Computers, Privacy, and Data Protection, Brussels, January 23, 2013, as part of the EC JRC/OECD panel "Gamifying Citizenship?"
Google Tech Talk given on January 24, 2011 in Mountain View, CA on gamification and how to get three »missing ingredients« right: meaning, mastery, and autonomy.
Character attachment in team-based first person shooter game with respect to ...IJECEIAES
Character attachment have been studied thoroughly from the view of psychology and media researches. In game playing, the player-avatar relationship is a form of character attachment and affects a good game design as well as management systems such as character customizing and in game purchasing policy. In this paper, we investigate such player-avatar relationship on the theme of team-based FPS where in general the attachment is not expected to be high. However, from the online survey for Tom Clancy‟s Rainbow 6 Siege mania groups, we find that there are different character attachment patterns with respect to the role of players in the team– attacker, defender, and supporter. It shows that attackers think avatar as an „object, but the defenders show more „avatar as others‟ than the attackers. The supporters show high responsibility for the avatar and their play style is most like „avatar as symbiote‟ manner.
A brief overview on the gaming industry, the types of games we play, and how elements from game design are being used outside of the consoles in order to influence our behaviour in the real world...
FreeForm is a evening of discussion on technology, the non-traditional and cool stuff held by Saatchi & Saatchi London.
Talk at the 6th International Conference Computers, Privacy, and Data Protection, Brussels, January 23, 2013, as part of the EC JRC/OECD panel "Gamifying Citizenship?"
Google Tech Talk given on January 24, 2011 in Mountain View, CA on gamification and how to get three »missing ingredients« right: meaning, mastery, and autonomy.
Understanding Gamification of Consumer ExperiencesIan McCarthy
Robson, K.E., Plangger, K.A., Kietzmann, J., McCarthy, I., and Pitt, L.F. (2014) Understanding Gamification of Consumer Experiences, Advances in Consumer Research, 42, 352-356
Recently, organizations have begun to tout ‘gamification’ as an effective method of increasing motivation and engagement of employees, customers, patients, and students, among other stakeholders (Wingfield 2012). Nonetheless, despite projections that such gamification will become a widely adopted phenomenon, estimates are gloomy with respect to the real impact these projects will have on the experiences of ‘players’ (i.e., participants who are supposed to have fun), and on the organizations that would like to use gamification to improve the players’ behavior in their favor (Burke 2011). Gamification is difficult, and fraught with problems that can lead to strategic and resource-based problems for the firm. In this article, we present an experience framework in order to show the effect of gamification on consumers’ experiences that is illustrated through four extended examples. We conclude this article with a few implications for future research into, as well as practical application for the successful gamification of consumer experiences. But first, we discuss what gamification is and what it is not.
Game on qualitative researchers: Using gamification to increase partipant eng...InSites Consulting
We believe gamification can be applied in 3 different phases of the research process; (1) during data collection, (2) during analysis and interpretation and (3) during reporting and presentation of the results. In this paper, we present an approach to gamification in online qualitative research. There is already ample research with respect to using gamification in quantitative research; however, a comprehensive approach for online qualitative research is lacking so far.
In this paper we will focus on using gamification during data collection and will briefly demonstrate how we apply gamification in the last 2 phases. At InSites Consulting, we identified 4 levels in an online community at which gamification can be applied to increase data quality, participant engagement and impact on the client side. From a question level to a community level, gamification helps, not only to increase participant engagement, but also to increase data quality.
EXPLORING THE POTENTIAL USE OF GAME WALKTHROUGH IN EDUCATION: COMPARISON OF V...IJITE
The advantages of using serious games for education have already been proven in many studies, especially
narrative VR games, which allow players to remember more information. On the other hand, game
walkthrough can compensate for the disadvantages of gaming, such as pervasiveness and convenience.
This study investigates whether game walkthrough of serious games can have the same learning effect as
serious games. Use game creation (samples) and questionnaires, this study will compare the information
that viewers remember from game walkthrough and actual game play, analyze their strengths and
weaknesses, and examine the impact of the VR format on the results. The results proved that while game
walkthrough allows subjects to follow the experiences of actual game players with a certain degree of
empathy, they have limitations when it comes to compare with actual gameplay, especially when it comes
to topics that require subjects to think for themselves. Meanwhile game walkthrough of VR game is not a
medium suitable for making the receiver memorize information. For prevalence and convenience, however,
serious games walkthrough is a viable educational option outside the classroom.
Video games is a fast growing industry all over the world. Amount of time and money spent on the games industry cannot stay without our attention. Video games have interest and attention of school aged youth. Which make us think of the possibility of using video games in learning process, particularly in educational institutions.I discuss influence of video games and concentrate on learning through video games and its main learning principles. My essay is mainly based on J.P. Gee works.
Improving Decision Making Skills through Business Simulation.docxsheronlewthwaite
Improving Decision Making Skills
through Business Simulation Gaming and Expert Systems
Alexander Fuchsberger
University of Nebraska, Omaha
[email protected]
Abstract
Business simulations as experimental learning tools
are common, but they usually train specific
predetermined aspects. Research on artificial
intelligence among business simulations is rare, and
therefore, featured in this paper. The purpose of this
research is to explore the use of business simulations
games as an experimental learning tool through a
contemporary, web-based application featuring
artificial intelligence and mobile support. An expert
system guides and advises the players, while they
manage their virtual business in a competitive market
against other participants. The core element is the
design process of an artifact, based on the Design
Science methodology. The training and learning
effects on the participants are observed via the
artifact itself in a series of experiments and an
additional survey. Twenty-six students in Austria
were chosen as the sample group to reveal and
measure the improvements in decision making,
experimental learning capabilities and the biasing
ability of the artificial intelligence.
1. Introduction
Today the decision-making process within
organizations is increasingly complex. All decision
makers in businesses require basic understanding of
organizational structure and how business elements
influence each other. In universities effective work is
done by providing students with the necessary
knowledge about business concepts like production
optimization, marketing, strategies, human resource
management, and so on. But the theoretical
knowledge is rarely put to practice. Avramenko [1]
finds that the educational process in business schools
fails to equip students with employability skills.
Business simulation games encourage teamwork
and decision-making, in a risk-free environment [2].
Players develop a holistic view of the business, they
learn that sometimes alternatives have to be
considered and that losses in an early stage might
lead to higher profit in a later stage. Business games
and simulations became popular over the last 20
years; and they differ in complexity, focus, settings
or intentions. They are web or application-based and
can include random elements.
This research aims to design such a business
simulation, which allows multiple players to train
their management skills in a competitive
environment. No perfect utilization can be reached
only by the player’s actions; other players are
influencing the participant’s outcome as well.
Another core element of this research was to
provide a setting where an expert system can take a
substantial and useful part in such a simulation game.
The idea was to develop a virtual “mentor”, which
acts as an advisor and biases the human player in his
or her decisions. Therefore, the primary research
objectives are:
Ho ...
There is growing interest in how gamification–—defined as the application of game design principles in non-gaming contexts–—can be used in business. However, academic research and management practice have paid little attention to the challenges of how best to design, implement, manage, and optimize gamification strategies. To advance understanding of gamification, this article defines what it is and explains how it prompts managers to think about business practice in new and innovative ways. Drawing upon the game design literature, we present a framework of three gamification principles–—mechanics, dynamics, and emotions (MDE)–—to explain how gamified experiences can be created. We then provide an extended illustration of gamification and conclude with ideas for future research and application opportu- nities.
Is it all a game? Understanding the principles of gamificationIan McCarthy
There is growing interest in how gamification–—defined as the application of game design principles in non-gaming contexts–—can be used in business. However, academic research and management practice have paid little attention to the challenges of how best to design, implement, manage, and optimize gamification strategies. To advance understanding of gamification, this article defines what it is and explains how it prompts managers to think about business practice in new and innovative ways. Drawing upon the game design literature, we present a framework of three gamification principles –— mechanics, dynamics, and emotions (MDE) –— to explain how gamified experiences can be created. We then provide an extended illustration of gamification and conclude with ideas for future research and application opportunities.
Assignment
Essay 1
Student Name:
Abdul Kaiyum Shakil
Student Number:
S20013583
Unit Name:
Tutor’s Name:
Online games, Play and Gamification
Dr Gwyneth Peaty
Email Address:
[email protected]
Date Submitted:
26.09.2019
Word Count:
[1441]
URL (if applicable):
By submitting this assignment, I declare that I have retained a suitable copy of this assignment, have not previously submitted this work for assessment and have ensured that it complies with university and school regulations, especially concerning plagiarism and copyright.
Shakil
Signature: ___________________________
(Typing your name in the space provided is sufficient
when submitting online via Turnitin.)
All students will receive a completed marking rubric to provide feedback and comments on their work. Please indicate below (with a X) if you would like to receive additional comments as tracked changes on your submitted assignment.
Yes, I would like to receive additional feedback
The Relationships between Play and Games
Introduction
The difference in terms of epistemological and ontological differences exists in the two types of activities which are often considered as part of leisure that is, playing and gaming. The ontological issues pertain to the formalisms and structures, while the epistemological agenda deals with the dynamics of gaming and playing. A play is often defined in literature as an open-ended territory. The play comprises of world-building and make-believe as defining elements for the open-ended territory. On the other hand, games pertain to the domain of challenging the optimization and interpretation of tactics and rules, apart from the space and time. The distinction between game-mode and play-mode is also instrumental in understanding the epistemological agenda. The technique for viewing gamming is like something which takes place at a higher level, in terms of both temporarily and structurally. The internal ordering of the play-world refers to sustaining through continuous reticulating within the play-world for formal distinction elements. The duration of play, with the focus on form installation, requires management of the distinction between non-play-world and play-world. The analysis regarding the game also included references of the game Small Worlds as an example.
Analysis
Game-Mode vs. Play-Mode
The game-mode has spatial and temporal incarceration which is presupposed within the rearticulating context for the purpose of protecting game from running off target through rule-binding structures. The game SmallWorlds had similar spatial and temporal incarceration whereby the purpose remained on protecting game from running off target. Interestingly, the games need not to be considered as play; instead, the implication refers to play as a requirement for the game. There exists a sustained balance with respect to un-structured and structured space capabilities of one's tactics which is central to the game-mode. In a similar way, the play-mode has a de ...
Similar to Knaving björk designing for fun and play - evinn (20)
1. Designing for Fun and Play: Exploring possibilities in design for gamification
Kristina Knaving
University of Gothenburg
Lindholmsplatsen 1, Gothenburg
kristina.knaving@ait.gu.se
Staffan Björk
University of Gothenburg
Lindholmsplatsen 1, Gothenburg
staffan.bjork@ait.gu.se
ABSTRACT
Gamification – the use of game design elements in non- game contexts – is touted by many as the solution of how to make applications and processes more engaging to people that may have little or no motivation to engage with them otherwise. Based upon a literature review, the paper argues for guidelines concerning two aspects of gamifying an activity: ensuring that a continued focus on the main activities can be preserved and considering designing for playfulness. Furthermore, the relation between gamification and play is discussed, and some possible issues with gamification are presented.
Author Keywords
Gamification; playfulness; play; games; intrinsic and extrinsic motivation; fun; design suggestions
ACM Classification Keywords
H.5.m. Information interfaces and presentation (e.g., HCI): Miscellaneous.
INTRODUCTION
Gamification - the use of game design elements in non- game contexts – has caught on in recent years and services such as Stack Overflow, Foursquare, Fitocracy and Zombies, Run! have been used to argue that gamification can motivate and engage users [5, 18, 24, 25].
This paper makes a number of suggestions on how to approach gamification, and how to avoid some possible issues with the more common gamification designs. This is done primarily through two sets of suggested guidelines. First, in order to make activities more fun and engaging, designers could enhance them through gamification, but should preserve the focus on the activities themselves. Second, designers should take into account the playful aspects of the games that gamification seeks to emulate.
In order to do this, the paper will discuss the relation between play and games, followed by recommendations on designing for gamification.
PLAY, GAMES AND FUN
Fontijn et al. suggest that fun is an evolutionary mechanism that rewards behaviors that make us more likely to survive, e.g. skills, knowledge and social cohesion. This maps to what they define as the three core sources of fun: accomplishment, discovery and bonding [11]. Play in turn has been defined as a voluntary activity which we engage in in order to have fun and feel pleasure [1, 3, 14]. That play has also been classified as inherently unproductive from a utilitarian perspective [14] is probably most easily resolved by attributing the differing opinions to different requirements on when the play activity needs provide a “useful” value.
Related to play and fun is motivation, and research typically distinguished between two different types. Intrinsic motivation occurs when the activity is inherently satisfactory, pleasurable or fun for the user, while extrinsic motivations are based on a separable outcome, such as money, approval, or self-endorsement of goals [16]. Noteworthy, extrinsic motivations have been shown to undermine intrinsic motivations [6].
Fontijn’s theories bear some resemblance to the Self Determination Theory, which states that there are three innate needs that must be satisfied in order to achieve well- being – competence, autonomy and relatedness [16]. These are factors, it has been argued, that help internalization of the extrinsic motivations into the sense of self, leading to persistence and engagement [16].
In recent game research, there has been many definitions of what a game is, but many agree that games are activities
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2. with rules that define limits, mediate conflict and define goals; and there exists at least one player, who tries to fulfill the goals [2, 21, 22]. Early game researchers, like Huizinga and Caillois, however focused mainly on play, arguing that games emerge from play. In Homo Ludens, Huizinga tries to, in his own words, "ascertain how far culture itself bears the character of play" [1].
Caillois coined the words paidia and ludus which roughly map to playing and gaming. Paidia is the uncontrolled play with aspects of improvisation, exuberance and carefree gaiety. Ludus, the opposite principle, is described as an attempt to restrict play with "arbitrary and tedious conventions" adding "gratuitous difficulty" [3]. Caillois also writes "rules are inseparable from play as soon as the latter becomes institutionalized." [3].
The difference between gaming and playing can be said to be that while gaming is rule bound and goal-oriented, playing is an open-ended activity with strong exploratory tendencies [1, 3, 8, 23]. The relationship however depends on what perspective one takes: games have both been described as a formalized subset of play (when taking an activity perspective), and as a phenomenon which includes play as one aspect (when taking a perspective on how games can be studied or designed)[2].
Besides wanting rules for their own sake, one can ask what need there is for gaming when playing exists? One explanation can be found through the concept of “flow”. Flow is a term coined by Csikszentmihalyi, and is defined as the optimal experience of an activity, that is reached when goals are clear, feedback is immediate, and there is a balance between challenges and skills. The participants are so involved and focused on the present moment that nothing else matters, with a sense of control and the experience that the activity is intrinsically rewarding [13, 15]. Developing clear rules and goals for activities make feedback clearer and make flow more likely to occur. In other words, formalizing gaming from playing activities can help increase the chance of people having “optimal experiences” while at the same time making them become autonomous from their original purposes.
GAMIFICATION
The idea of using games to enhance engagement for activities that had little or no intrinsic motivations is based on the observation that people are willing to play games without tangible rewards. An early application of this idea – at least from the 1950s – can be found in Educational games, which use games in a school setting [12]. The first documented case of the term gamification occurred in 2008, but the concept itself has existed since at least the 1980s [4]. It could be argued that it is possibly as old as games themselves, as religious rituals has elements of both play and games [1]. Aspects of play and games may always been incorporated in non-game activities, but gamification represents a more ordered and aware approach. It has been defined as being distinct from design for playfulness, while still often resulting in playful behaviors [5].
An advantage of gamification is that the system can be designed to introduce clear goals and feedback, and challenges that can be tailored to match the abilities of a user. These are some of the qualities needed to help the user to achieve flow [13].
Commonly used game elements in gamification are systems that define goals and allocate points and badges to reward activities, often as a gamification “layer” that is added to existing systems [4, 29]. Point and badge systems can be used to send immediate feedback to encourage the user, and for sharing in social media and on leaderboards, strengthening social bonds as well as encouraging competition. They can also present a way of “rating” an activity that can be less complex for the user than understanding the activity itself.
There are, however, a number of challenges when designing good gamification experiences, some of which the following two sections will address by looking into them and giving design suggestions. First the relation between the gamification layer and the activity it is there to support will be addressed, and then the development of intrinsic motivation for the gamification layer itself.
SUPPORT THE ACTIVITY
Possible Issues
One of the main challenges of adding gamification is designing how it should support the main activity, as there is a number of issues that may arise if the users focus solely on the gamification layer.
When gamifying an experience, goals and ways to measure goal compliance are introduced. By necessity, these models are often less complex than reality and designers have to decide which aspects of the activity to encourage in order to simplify the experience. This simplification in itself can steer the user toward a less effective behavior. As a hypothetical example, users who depend on weight watching systems allocating points to food will try to find the most desired foods for the least points. A scoring system that allocates a specific point value to “muffin” but does not take in account the varying sizes and contents of muffins could easily lead users to choose oversized muffins while claiming to adhere to the system correctly.
Besides encouraging suboptimal behavior, the gamification layer can overshadow and obscure the activity itself. Users that seriously engage in the gamification layer may focus on this simplified model to the point where it hinders the user from gaining knowledge and self-efficacy in regard to the main activity. As told to the authors informally by a developer, a gamification layer that penalizes bus drivers when they break (since breaking is not fuel efficient) may lead bus drivers to stop the bus through other means – like
3. running into the curb – rather than to learn how to drive fuel efficiently.
Although the reason for engaging in the gamification layer is that it has intrinsic motivations, it acts as an extrinsic motivation for the activity in is meant to enhance. Extrinsic motivations have been shown to harm intrinsic motivation in many studies [6]. It is possible to argue that if there is no intrinsic motivation, extrinsic motivation is harmless. This may be true for short-term efforts, but not necessarily if the goal is permanent behavior change. If the user mainly focuses on the game elements, she or he may not have the chance to develop motivations related to the activity itself that could have supported further involvement.
Another problem with introducing a gamification layer is that users may knowingly manipulate flaws in the models, regardless of whether the user understands this to be the desired outcome for the activity itself. This is often called “gaming the system”. This is not necessarily malicious, as gaming the rules system can be part of the fun when playing games – an intrinsic motivation in itself.
To play and game, the participants must be willing to engage in an activity that may lead to few or no advantages in real life. If they are unwilling to do so, a gamification layer would be in the way of the actual experience, and may contribute to information overload for users and their friends who feel spammed. An example of this occurred when “Google News Badges” was introduced; the gamification layer was perceived as disruptive to the main activity of reading news at Google News [26].
Design Suggestions
Based upon the analysis above, the following specific guidelines are suggested:
The gamification model should not obscure the main activity, as it may provide intrinsic motivations for the user. The user should be encouraged to engage with the activity itself, as it will help him or her to keep or develop intrinsic motivations in regard to the activity. This will also help them to understand and avoid flaws in the model.
Make the gamification layer opt-in or invisible, in that users should not be forced to interact with it unless they want to. Users who prefer not to engage with the gamification aspects should not feel short-changed.
Mandatory actions should always be meaningful in regard to the main activity. The user should not be forced to take actions only to support the gamification layer unless they wish to, as these may harm the user’s focus and interrupt the flow state [13].
The gamification layer should also not spam unwilling users (or their social media networks) with information unless it is wanted. The user should always feel in control of the information flow.
Keep in mind that no gamification model is perfect. The flaws in the model can lead to unwanted behaviors, either intentionally or unintentionally.
SUPPORT PLAY AND INTERNALIZATION
Gamification has been viewed as a complement to designing for playfulness [4, 5], but if play is an integral part of games [2], it is also possible to argue that affordances for playfulness should always be considered when designing gamification.
If the main difference between playing and gaming are goals and rules systems [2, 3], then gamification that mainly introduces these systems is not focusing much on the play aspect of games. The play aspects of gaming in themselves support a number of inherent intrinsic motivations - pleasure that arises from a sense of accomplishment, of discovery, and a way to connect and bond to people [11].
Research on users who exhibit pleasure in playful discovery of an activity has suggested that they are willing to spend more time on a task and has a lowered perception of effort [17]. The processes of exploration can be seen as a precursor to playful behavior [19]. An example of this is the “Zombies, Run!” fitness app that enhances the running activity with an audio narrative – zombies hunting the runner – that the user interacts with. The user discovers and relates to the story as it happens, and the story reacts to how the user runs [28].
If there is no or little intrinsic motivations for the user to engage with the main activity, and they are not expected to develop any, the designer may have to focus mainly on the extrinsic motivations provided through the gamification. In these cases it becomes even more important that the gamification itself supports intrinsic motivation for the user.
Design Suggestions
With respects to supporting playing and playfulness, the following guidelines are suggested:
In order to make the users engage with the gamification layer, it is important that it is motivating in itself.
In order to engage the user, aim for gamification that makes the user feel competent and autonomous [16]. Design ways for the user to share information with people whose opinions the user values, but only if this information results in positive feedback on the user’s actions.
Support affordances for play, like possibilities for playful behavior and exploration, as it can make interacting with the activity more effortless and fun and hopefully allow the user to find and develop intrinsic motivations related to the activity. Costello et al and Lucero et al have proposed idea generation and evaluation frameworks that can be used to aid in finding possible play affordances in the activities [19, 20].
4. CONCLUSION
Gamification can be used to make activities more engaging, but the common approaches to gamifying activities often focus too narrowly on rules and reward systems as a layer separate from the main activity. This paper has proposed two sets of guidelines to help achieve the main purpose of gamification, i.e. to make activities more motivating. The first set advises designers to take care to not distract users from the focus on the activities, this in order to preserve the intrinsic motivations that these may contain. The second argues that since play is an integral part of games that provides intrinsic motivations that lead to pleasure, it is useful to explore possible affordances for playfulness.
While these sets of guidelines can most likely be extended and complemented with other sets, we believe they may help the development of a collection of best practices within gamification design.
ACKNOWLEDGMENTS
The work reported in this paper was funded by “EVINN – Eventbaserad Innovation”, an Interreg IVA project funded by the EU.
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