This document summarizes Dr. Juho Hamari's research on the intersection of money and games across three veins: commodification, gamification, and workification. It provides an overview of each vein, key studies conducted, and references. The first vein discusses how games and in-game content have become commodified products. The second vein examines how game mechanics and incentives have been applied to other domains through gamification. The third vein explores how games have become integrated into real-world economies through activities like esports, streaming, and gold farming.
Research Overview Mirjam P Eladhari August 2019Mirjam Eladhari
Slides for a presentation where I gave an overview of my research in August 2019. The talk is about how I have adressed two question that are at the core of my work:
Q1 How can we work to innovate in game design and technology?
Q2 How can we create play experiences that are individually meaningful?
Peter Shea - Serious Games in Higher Education: Problems and PotentialSeriousGamesAssoc
Presenters:
Peter Shea, Director of the Office of Professional Development, Middlesex Community College
Nikki Boots, Instructional Technologist, Harvard University
Jim Grenier, Associate Director of The Center for Teaching, Learning and Technology Innovation, Mass Bay Community College
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Research Overview Mirjam P Eladhari August 2019Mirjam Eladhari
Slides for a presentation where I gave an overview of my research in August 2019. The talk is about how I have adressed two question that are at the core of my work:
Q1 How can we work to innovate in game design and technology?
Q2 How can we create play experiences that are individually meaningful?
Peter Shea - Serious Games in Higher Education: Problems and PotentialSeriousGamesAssoc
Presenters:
Peter Shea, Director of the Office of Professional Development, Middlesex Community College
Nikki Boots, Instructional Technologist, Harvard University
Jim Grenier, Associate Director of The Center for Teaching, Learning and Technology Innovation, Mass Bay Community College
Despite the large body of research which supports the use of serious games and simulations in a variety of knowledge domains, sg/s have not made a significant impact in higher education. In this presentation, three professional instructional designers will discuss the reasons why higher education is a difficult market to break into, but also why and where there are signs of hope.
This paper examines emotion intensity prediction in dialogs between clients and customer support representatives occurring on Twitter. We focus on a single emotion type, namely, frustration, modelling the user's level of frustration while attempting to predict frustration intensity on the current and next turn, based on the text of turns coming from both dialog participants. A subset of the Kaggle Customer Support on Twitter dataset was used as the modelling data, annotated with per-turn frustration intensity ratings. We propose to represent dialog turns by binary encoded bags of automatically selected keywords to be subsequently used in a machine learning classifier. To assess the classification quality, we examined two different levels of accuracy imprecision tolerance. Our model achieved a level of accuracy significantly higher than a statistical baseline for prediction of frustration intensity for a current turn. However, we did not find the additional information from customer support turns to help predict frustration intensity of the next turn, and the reason for that is possibly the stability of user’s frustration level over the course of the conversation, in other words, the inability of support’s response to exert much influence to user’s initial frustration level.
Slides from #SMWCPH event Social Media Analytics: Concepts, Models, Methods, and Tools. For more information on the slides, please contact Professor Ravi Vatrapu at Copenhagen Business School. #smwcbsdata
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Overview of digital based games in education including history, advantages, considerations for design and development, leading tools and open source options, bibliography
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Got Game? The Use of Gaming in Learning and DevelopmentKip Michael Kelly
Organizations ranging from the U.S. Army to IBM use serious video games to recruit and develop their people. They do so because research studies from academia and the public and for profit sectors have established that video games are a highly-effective training and development tool.This UNC Executive Development white paper supports HR and talent management professionals in understanding the latest gaming technology and its applications in learning and development. Specifically, it:• Outlines the various types of video games and the demographics of those who play them • Provides research about the use and effectiveness of gaming for training and development • Discusses how serious games develop organizational talent and examines their future in the world of L&D • Provides examples of companies that use serious games to develop skills and behaviors in the workplace Read how video games are building leaders, solving problems, and developing talent.
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Discover the innovative and creative projects that highlight my journey throu...dylandmeas
Discover the innovative and creative projects that highlight my journey through Full Sail University. Below, you’ll find a collection of my work showcasing my skills and expertise in digital marketing, event planning, and media production.
This paper examines emotion intensity prediction in dialogs between clients and customer support representatives occurring on Twitter. We focus on a single emotion type, namely, frustration, modelling the user's level of frustration while attempting to predict frustration intensity on the current and next turn, based on the text of turns coming from both dialog participants. A subset of the Kaggle Customer Support on Twitter dataset was used as the modelling data, annotated with per-turn frustration intensity ratings. We propose to represent dialog turns by binary encoded bags of automatically selected keywords to be subsequently used in a machine learning classifier. To assess the classification quality, we examined two different levels of accuracy imprecision tolerance. Our model achieved a level of accuracy significantly higher than a statistical baseline for prediction of frustration intensity for a current turn. However, we did not find the additional information from customer support turns to help predict frustration intensity of the next turn, and the reason for that is possibly the stability of user’s frustration level over the course of the conversation, in other words, the inability of support’s response to exert much influence to user’s initial frustration level.
Slides from #SMWCPH event Social Media Analytics: Concepts, Models, Methods, and Tools. For more information on the slides, please contact Professor Ravi Vatrapu at Copenhagen Business School. #smwcbsdata
Learning to Win: Digital Based Games in EducationNancy Konopka
Overview of digital based games in education including history, advantages, considerations for design and development, leading tools and open source options, bibliography
5th Global Value Creation Conference https://smartconf.jp/content/gccv5th/program
The Future of Creating Value with AI: A Service Science Perspective
This talk explores the future of Artificial Intelligence (AI) for creating value. AI, both service robot automation and service augmentation platforms, are poised to improve service productivity, quality, compliance, sustainable innovation, resilience, equity and inclusion for under-served populations. Service is defined as the application of knowledge for the benefit of another. Service innovations improve interaction and change processes in business and society. However, to achieve these outcomes and create value with AI, responsible actors (people, businesses, governments, universities) must learn to invest wisely in becoming better future versions of themselves augmented by their AI digital twin. Learning to invest systematically can accelerate both value cocreation and capability coelevation in a virtual cycle of responsible actor interaction and change processes. However, great risks must also be avoided.
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Organizations ranging from the U.S. Army to IBM use serious video games to recruit and develop their people. They do so because research studies from academia and the public and for profit sectors have established that video games are a highly-effective training and development tool.This UNC Executive Development white paper supports HR and talent management professionals in understanding the latest gaming technology and its applications in learning and development. Specifically, it:• Outlines the various types of video games and the demographics of those who play them • Provides research about the use and effectiveness of gaming for training and development • Discusses how serious games develop organizational talent and examines their future in the world of L&D • Provides examples of companies that use serious games to develop skills and behaviors in the workplace Read how video games are building leaders, solving problems, and developing talent.
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.
Discover the innovative and creative projects that highlight my journey throu...dylandmeas
Discover the innovative and creative projects that highlight my journey through Full Sail University. Below, you’ll find a collection of my work showcasing my skills and expertise in digital marketing, event planning, and media production.
At Techbox Square, in Singapore, we're not just creative web designers and developers, we're the driving force behind your brand identity. Contact us today.
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Prominent research veins on "Money and Games" | Keynote @ Money & Games -Seminar
1. Prominent Research veins on
“money and gam€$”
Dr. Juho Hamari
http://juhohamari.com | juho.hamari@uta.fi | @virtualeconomy
Game Research Lab | University of Tampere | Finland
5. Closing the
willingess-to-pay gap
Hamari, J., & Järvinen, A.(2011).
Building customer relationship through game
mechanics in social games.
In M. Cruz-Cunha, V. Carvalho & P. Tavares (Eds.) Business, Technological and Social
Dimensions of Computer Games: Multidisciplinary Developments(pp. 348-365). Hershey,
PA: IGI Global.
7. ”Commodification” of games
Lehdonvirta (2009) Hamari & Järvinen (2011)
Paavilainen, Hamari,
Stenros, Kinnunen (2013);
Nieborg (2015)
In-game
content as
products
Games-as-
a-service
”big data”
Commodified
player
8. Game design as marketing
Alves & Roque (2007)
Oh & Ryu (2007)
Hamari & Lehdonvirta (2010)
Hamari (2011);
Zagal, Björk & Lewis (2012)
Prax (2013)
Game
design as
marketing
”cognitive biases”
”Dark patterns”
”problematic”
Business
model
influences
game design
9. Game business ethics
Alha, Koskinen, Paavilainen, Hamari & Kinnunen (2014) Kimppa, Heimo & Harviainen (2016)
Degree of
”ethicalness”
between
models
Free2play
itself is
not evil
but how it
is used
10. Why do players buy in-game
content?
Park & Lee (2011) Hamari (2015) Hamari & Keronen (2016)
”FIRST
DOSE IS
ALWAYS
FREEMIUM”
Literature has
focused on game
experiences and
perceived value of
virtual goods
Enjoyment
may
diminish
purchases
Satisfaction
with the game
does not
affect
purchases
11. Lin, H., & Sun, T-C.(2011).
Cash trade in free-to-play online games.
Games and Culture, 6(3), 270–287.
12.
13. References -
Commodification
▪ Alha, K., Koskinen, E., Paavilainen, J., Hamari, J., & Kinnunen, J. (2014). Free-to-
Play games: Professionals’ perspectives. In Proceedings of Nordic Digra 2014,
Gotland, Sweden, May 29, 2014.
▪ Alves, R. T., & Roque, L. (2007). Because players pay: The business model
influence on mmog design. Proceedings of DiGRA 2007, 658-663.
▪ Hamari, J. (2011). Perspectives from behavioral economics to analyzing game
design patterns: loss aversion in social games. In Proceedings of CHI’2011 (Social
games workshop), Vancouver, Canada, May 7-12, 2011. Social games workshop.
▪ Hamari, J. (2015). Why do people buy virtual goods? Attitude towards virtual
good purchases versus game enjoyment. InternationalJournal of Information
Management, 35(3), 299-308. DOI:10.1016/j.ijinfomgt.2015.01.007
▪ Hamari, J., & Järvinen, A. (2011). Building customer relationship through game
mechanics in social games. In M. Cruz-Cunha, V. Carvalho & P. Tavares
(Eds.) Business, Technological and Social Dimensions of Computer Games:
Multidisciplinary Developments (pp. 348-365). Hershey, PA: IGI Global.
▪ Hamari, J., & Keronen, L. (2016). Why do people buy virtual goods? A literature
review. In Proceedings of the 49th Annual Hawaii InternationalConference on System
Sciences (HICSS), Hawaii, USA, January 5-8, 2016. DOI: 10.1109/HICSS.2016.171
▪ Hamari, J., & Lehdonvirta, V. (2010). Game design as marketing: How game
mechanics create demand for virtual goods. InternationalJournal of Business
Science & Applied Management, 5(1), 14-29.
▪ Kimppa, K. K., Heimo, O. I., & Harviainen, J. T. (2016). First dose is always
freemium. ACM SIGCAS Computers and Society, 45(3), 132-137.
▪ Lehdonvirta, V. (2009). Virtual item sales as a revenue model: identifying
attributes that drive purchase decisions. Electronic Commerce Research, 9(1-2), 97-
113.
▪ Lin, H., & Sun, C-T. (2011). Cash trade in Free-to-Play Online Games. Games &
Culture, 6(3), 270-287.
▪ Nieborg, D. N. (2015). Crushing Candy: The Free-to-Play Game in Its Connective
Commodity Form. Social Media+ Society, 1(2).
▪ Oh, G., & Ryu, T. (2007). Game design on item-selling based payment model in
Korean online games. Proceedings of DiGRA 2007, 650-657.
▪ Paavilainen, J., Hamari, J., Stenros, J., & Kinnunen, J. (2013). Social Network
Games: Players’ Perspectives. Simulation & Gaming, 44(6), 794-820.
▪ Park, B. W., & Lee, K. C. (2011). Exploring the value of purchasing online game
items. Computers in Human Behavior, 27(6), 2178-2185.
▪ Prax, P. (2013). Game Design and Business Model: an Analysis of Diablo 3.
Proceedings of DiGRA 2013.
▪ Zagal, J. P., Björk, S., & Lewis, C. (2013). Dark patterns in the design of games.
Proceedigs of Foundations of Digtal Games 2013.
15. Gamification as an
economic phenomenon
Huotari & Hamari (2012; 2016) Nelson (2012) Hamari, Huotari &Tolvanen (2015)
Gamification
as service
marketing
Gamification
touches all
aspects of
economics
Gamification as a
continuation of
soviet and
american schools
of management
16. Gamification as
incentive for work
Jung, Schneider &Valacich (2010) Morschheuser, Hamari & Koivisto (2016)
Workplace
Crowdsourcing
17. Gamification as an
incentive for sharing
Montola, Nummenmaa, Lucero,
Boberg, and Korhonen (2009)
Thom, Millen & DiMicco (2012) Hamari (2013; 2015)
Sharing economy-
sharing goods
and services
Sharing Photos
Intra-
organizational
information
sharing
18. References - Gamification
▪ Hamari, J. (2015). Do badges increase user activity? A field
experiment on effects of gamification. Computers in Human
Behavior. DOI: 10.1016/j.chb.2015.03.036
▪ Hamari, J., Huotari, K., & Tolvanen, J. (2015). Gamification and
economics. In S. P. Walz & S. Deterding (Eds.), The Gameful World:
Approaches, Issues, Applications (pp. 139-161). Cambridge, MA: MIT
Press.
▪ Hamari, J., & Koivisto, J. (2015). Why do people use gamification
services? International Journal of Information Management, 35(4),
419-431. DOI: 10.1016/j.ijinfomgt.2015.04.006
▪ Hamari, J. (2013). Transforming Homo Economicus into Homo
Ludens: A field experiment on gamification in a utilitarian peer-
to-peer trading service. Electronic Commerce Research and
Applications, 12(4), 236-245.
▪ Huotari, K., & Hamari, J. (2016). A definition for gamification:
Anchoring gamification in the service marketing
literature. Electronic Markets. DOI: 10.1007/s12525-015-0212-z
▪ Jung, J. H., Schneider, C., & Valacich, J. (2010). Enhancing the
motivational affordance of information systems: The effects of
real-time performance feedback and goal setting in group
collaboration environments. Management Science, 56(4), 724-742.
▪ Montola, M., Nummenmaa, T., Lucero, A., Boberg, M., & Korhonen,
H. (2009). Applying game achievement systems to enhance user
experience in a photo sharing service. In Proceedings of the 13th
International MindTrek Conference: Everyday Life in the Ubiquitous
Era (pp. 94-97). ACM.
▪ Morschheuser, B., Hamari, J., & Koivisto, J. (2016). Gamification in
crowdsourcing: A review. In Proceedings of the 49th Annual Hawaii
International Conference on System Sciences (HICSS), Hawaii, USA,
January 5-8, 2016. DOI: 10.1109/HICSS.2016.543
▪ Nelson, M. J. (2012). Soviet and American precursors to the
gamification of work. In Proceeding of the 16th International
Academic MindTrek Conference (pp. 23-26). ACM.
▪ Thom, J., Millen, D., & DiMicco, J. (2012). Removing gamification
from an enterprise SNS. In Proceedings of the ACM 2012 conference
on Computer Supported Cooperative Work (pp. 1067-1070). ACM.
21. ”Real-Money-Trade” /
gold mining
Heeks (2008) Nakamura (2009) Lehdonvirta (2005)
“gold farming
has eroded the
real/virtual
dichotomy”
Strategies of
managing RMT
Games as the
fourth world
22.
23. eSports
Hutchins (2008);
Seo (2013);
Sjöblom & Hamari (forthcoming)
Jonasson &Thiborg (2010);
Witkowski (2012)
Cheung & Huang (2011);
Hamari & Sjöblom (2015);
Weiss & Schiele (2013)
eSports is a
complex
business
ecology
eSports
consumed for
the same
reasons as trad
sports
are eSports
real sports?
24.
25. ”Let’s play” – watching
others play games
Hamilton, Garretson & Kerne (2014) Sjöblom & Hamari (2016)
tension release, social
and affective
motivations predict
watching
Communal and relatedness
predict subscribing
Streams as informal
communities that
form around shared
identities drawn
from streams’
contents
27. References - Workification
▪ Cheung, G. and Huang, J. (2011). Starcraft from the stands:
Understanding the game spectator. In Proceedings of the 2011
Annual Conference on Human Factors in computing systems (CHI’11).
ACM, New York, NY, USA, 763-772.
▪ Hamari, J., & Sjöblom, M. (2015). What is eSports and Why Do
People Watch It?. Available at SSRN 2686182.
▪ Hamilton, W. A., Garretson, O., & Kerne, A. (2014). Streaming on
twitch: fostering participatory communities of play within live
mixed media. In Proceedings of the SIGCHI Conference on Human
Factors in Computing Systems (pp. 1315-1324). ACM.
▪ Heeks, R. (2009). Understanding" gold farming" and real-money
trading as the intersection of real and virtual economies. Journal
For Virtual Worlds Research, 2(4).
▪ Hutchins, B. (2008). Signs of meta-change in second modernity:
the growth of e-sport and the World Cyber Games. New Media &
Society, 10(6), 851-869.
▪ Jonasson, K., & Thiborg, J. (2010). Electronic sport and its impact
on future sport. Sport in Society, 13(2), 287–299.
▪ Lehdonvirta, V. (2005) Real-Money Trade of Virtual Assets: New
Strategies for Virtual World Operators. Proceedings of the 2005
Conference on Future Play (Future Play 2005), Lansing, MI, USA,
October 13-15.
▪ Nakamura, L. (2009). Don't hate the player, hate the game: The
racialization of labor in World of Warcraft. Critical Studies in Media
Communication, 26(2), 128-144.
▪ Seo, Y. (2015). Professionalized consumption and identity
transformations in the field of eSports. Journal of Business
Research.
▪ Sjöblom, M., & Hamari, J. (2016). Why Do People Watch Others
Play Video Games? An Empirical Study on the Motivations of
Twitch Users. SSRN. http://ssrn.com/abstract=2779543
▪ Weiss, T., & Schiele, S. (2013). Virtual worlds in competitive
contexts: Analyzing eSports consumer needs. Electronic Markets,
23(4), 307-316.
▪ Witkowski, E. (2012). On the Digital playing Field: How we “Do
Sport” With Networked Computer Games. Games and Culture. 7(5),
349-374.
28. “Money & Games” research
▪ “Commodification” =
Money from developing games
▪ “Gamification” =
Money from applying games
▪ “Workification”/“playbour” =
Money from playing games
29. Distribution of topics at the
”money & games” seminar
Vein I
”Commodification”
Vein II
”Gamification”
Vein III
”Workification”
Heimo, Harviainen, Kimppa & Mäkilä
Deterding
Paul
Montola
Consalvo & Paul
Van Roessel
Prax
Okopny, Musabirov, Krysanova, & Lysov
Paavilainen
Dippel & Fizek
Sihvonen
Alha, Paavilainen, Kinnunen & Koskinen
Järvelä, Salminen, Kivikangas, Hamari & Ravaja
Kinnunen
Malinen
Luo
Bulygin, Musabirov, Sirotkin & Okopny