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Run-time and Collective Adaptation
of Gameful Systems
Antonio CicchettiAntonio Bucchiarone, Enrica Loria
Annapaola Marconi
Nelly Bencomo
“The use of game design elements
in non-game contexts”
S. Deterding, 2011
Gameful System Components
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.
• Game objectives are real-world challenges
Gamification for engagement & behavioral changes
Sustainable Mobility Campaigns
Play&Go
Promote, through virtual and real incentives,
citizens’ mobility behaviors that are synergetic
with city policies (objectives, needs, priorities)
Foster and sustain voluntary travel behaviour
change
• Incentivize citizens to break habit
• Retain and sustain behaviour change
Play&Go: sustainable mobility long-running
campaigns (6-7 months) targeting all citizens
(14+)
Play&Go at a Glance
Players earn Green Leaves points based
on km traveled with sustainable means
Itineraries are planned/tracked by players and
verified by the system
Personalized challenges
Weekly personalized challenges based on player profile and city policies
Single and multi-player challenges – competitive and collaborative
Green Leaves bonus for won challenges
Other game concepts and dynamics:
Weekly and global leaderboards, badge collections,
levels, game content unlock, personal mobility diary
Weeky and final material prizes offered by sponsors
Multiplayer Games as
Collective Gameful
System
• The deployment should:
• consider each player’s skills and
preferences;
• be fair during the task and in
concerning the rewards associated;
• match players so that they are
motivated, feel encouraged and not
be bored by the tasks;
• be able to adapt to variations in the
game, either to external manipulation
by the game designer or due to
players changing their play style or
skill levels.
9
A Framework for
Collective Gameful Systems
Design
Deployment
Execution
Adaptation
Monitoring
Evolution
Simulation/Learning
Gamification Development Framework
Gameful Application
Developer g
LoggingAnalytics
Game State
RuntimeDesign-Time
MAPE-K Loop and Runtime Models
(Managed Gameful System )
Analysis Planning
Monitoring Execute
Knowledge Base
(Runtime models)
Sensors Actuators
Design
Deployment
Execution
Adaptation
Monitoring
Evolution
Simulation/Learning
Gamification Development Framework
Gameful Application
Developer
g
LoggingAnalytics
Game State
RuntimeDesign-Time
GDF: a tool for designing gamified applications
through model-driven engineering mechanisms
a tool to design domain-specific languages (DSL)
Initial Experiments
Gamified Applications for
Sustainable Mobility
Gamified Software Modeling Environment
for Learning Software Modeling
Open
Research
Challenges
• One single MAPE-K Loop aggregating
all the players behavior
or aggregation of multiple MAPE-K
loops, one for each player behavior.
• Adaptation vs Evolution.
• Self-aware game content generation
(i.e., (player in the loop).
• Automatic generation of collective
strategies analysing the runtime
models.
14
15
Questions?
Thanks J
Antonio Bucchiarone
bucchiarone@fbk.eu
@antbucc

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Run-time and Collective Adaptation of Gameful Systems

  • 1. Run-time and Collective Adaptation of Gameful Systems Antonio CicchettiAntonio Bucchiarone, Enrica Loria Annapaola Marconi Nelly Bencomo
  • 2. “The use of game design elements in non-game contexts” S. Deterding, 2011
  • 4. 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.
  • 5. • Game objectives are real-world challenges Gamification for engagement & behavioral changes
  • 7. Play&Go Promote, through virtual and real incentives, citizens’ mobility behaviors that are synergetic with city policies (objectives, needs, priorities) Foster and sustain voluntary travel behaviour change • Incentivize citizens to break habit • Retain and sustain behaviour change Play&Go: sustainable mobility long-running campaigns (6-7 months) targeting all citizens (14+)
  • 8. Play&Go at a Glance Players earn Green Leaves points based on km traveled with sustainable means Itineraries are planned/tracked by players and verified by the system Personalized challenges Weekly personalized challenges based on player profile and city policies Single and multi-player challenges – competitive and collaborative Green Leaves bonus for won challenges Other game concepts and dynamics: Weekly and global leaderboards, badge collections, levels, game content unlock, personal mobility diary Weeky and final material prizes offered by sponsors
  • 9. Multiplayer Games as Collective Gameful System • The deployment should: • consider each player’s skills and preferences; • be fair during the task and in concerning the rewards associated; • match players so that they are motivated, feel encouraged and not be bored by the tasks; • be able to adapt to variations in the game, either to external manipulation by the game designer or due to players changing their play style or skill levels. 9
  • 10. A Framework for Collective Gameful Systems Design Deployment Execution Adaptation Monitoring Evolution Simulation/Learning Gamification Development Framework Gameful Application Developer g LoggingAnalytics Game State RuntimeDesign-Time
  • 11. MAPE-K Loop and Runtime Models (Managed Gameful System ) Analysis Planning Monitoring Execute Knowledge Base (Runtime models) Sensors Actuators Design Deployment Execution Adaptation Monitoring Evolution Simulation/Learning Gamification Development Framework Gameful Application Developer g LoggingAnalytics Game State RuntimeDesign-Time
  • 12. GDF: a tool for designing gamified applications through model-driven engineering mechanisms a tool to design domain-specific languages (DSL)
  • 13. Initial Experiments Gamified Applications for Sustainable Mobility Gamified Software Modeling Environment for Learning Software Modeling
  • 14. Open Research Challenges • One single MAPE-K Loop aggregating all the players behavior or aggregation of multiple MAPE-K loops, one for each player behavior. • Adaptation vs Evolution. • Self-aware game content generation (i.e., (player in the loop). • Automatic generation of collective strategies analysing the runtime models. 14