We present a framework to support the life cycle of collective gameful systems. Talk at the 5th eCAS Workshop on Engineering Collective Adaptive Systems @ACSOS2020 - August 20, 2020
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.
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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)
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.
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