Framing an Appropriate Research Question 6b9b26d93da94caf993c038d9efcdedb.pdf
Gamification in the Social Environment: a tool for Motivation and Engagement
1. TECHNOLOGICAL ECOSYSTEMS FOR ENHANCING
MULTICULTURALITY (TEEM´18)
Gamification in the Social Environment:
a tool for Motivation and Engagement
Salamanca, 24-28 October 2018
Staling Cordero-Brito
Facultad de Educación
Universidad de Salamanca
Pº de Canalejas, 169, 37008,
Salamanca (España)
stalingcordero@usal.es
Juanjo Mena
Facultad de Educación
Universidad de Salamanca
Pº de Canalejas, 169, 37008,
Salamanca (España)
Juanjo_mena@usal.es
4. 1. Introduction 2. Methodology 3. Results 4. Conclusions
4
•Research context
1. Introduction
1
Research objectives
Gamification is the use of game
elements in a non-game context
(Deterding, Dixon, Sicart, Nacke, & O’Hara, 2011;
Marache-francisco & Brangier, 2012)(Domínguez et al.,
2013)(Giannetto et al., 2013)(Hamari, 2013)(Simon J.D,
2013)(Schoech et al., 2013) (Silva et al., 2013) (Simões et
al., 2013) (de-Marcos et al., 2014)(Bista et al., 2014)
(Codish & Ravid, 2014)(Conaway & Garay, 2014) (Dichev
et al., 2014)(Ibanez et al., 2014) (Kickmeier-Rust,
Hillemann, & Albert, 2014) (Lucassen & Jansen, 2014a)
(Morford et al., 2014)(Bunchball Inc., 2010)(Oprescu et
al., 2014)(Attali & Arieli-Attali, 2015)(Azmi & Singh,
2015)(Chen, Burton, Vorvoreanu, & Whittinghill,
2015)(Dicheva et al., 2015)(Flores, 2015)(Hanus & Fox,
2015)(Korn & Schmidt, 2015)(Walton, White, & Ross,
2015)(Robson et al., 2015) (Urh et al., 2015)(Sigala,
2015)(Mekler et al., 2015) (Olsson, Mozelius, & Collin,
2015)(Ruhi, 2015) (Lieberoth, 2015)(Gatautis, Banyte, et
al., 2016)(Santhanam et al., 2016)(T. W. Kim & Werbach,
2016)(Stavljanin, Milenkovic, & Sosevic, 2016)(Pesare et
al., 2016) (Maican et al., 2016)
Gamification, refer to efforts to redesign life activities by
drawing inspiration from methods in game design (Kapp
2012)
2
5. 1. Introduction 2. Methodology 3. Results 4. Conclusions
5
•Research context
Problem solving
Social environment
Behavior modification (motivation
and engagement)
Gameful design
1
6. Research objectives
1. Introduction 2. Methodology 3. Results 4. Conclusions
6
● To analyze which components of
gamification are investigated in a sample of
studies in the disciplines of Education,
Health, Services and Social Learning
● To systematically review the main
components and their application of
gamification in the social environment in
order to improve the achievement of
proposed objectives and the acquisition
of habits in activities that are tedious or
difficult to perform
General:
Specific:
2
7. 2. Methodology
1. Introduction 2. Methodology 3. Results 4. Conclusions
7
• Sample extraction and presentation of results1
• Choice of the content2
8. 1. Inroduction 2. Methodology 3. Results 4. Conclusions
8
Scope Search Selection
Analysis and
presentation
of results
• Sample extraction and presentation of
results1
Caponetto, (2014) and Rickinson & May, (2009)
9. 1. Introduction 2. Methodology 3. Results 4. Conclusions
9
SCOPE
Search
Title: “Gamification”
Latitude: Research
context: Social
(Social science)
Articles y reviews
Duration:
2011 - mid 2016
Web of Science
Scopus
Selection
Analysis and presentation of
results
Articles and
reviews
Duplicates
Data processing:
Mendeley 1.12, Excel
2007 and Nvivo 10
Organization by
content section
Sample
10. 1. Introduction 2. Methodology 3. Results 4. Conclusions
10
•Choice of the content2
11. 3. Results
1. Introduction 2. Methodology 3. Results 4. Conclusions
11
•Search and choice results1
•Implementation of gamification2
12. 1. Introduction 2. Methodology 3. Results 4. Conclusions
12
•Search and choice results
● Journals with the largest number of publications: Computers in
Human Behavior (n = 15); Computers in Education (n = 5); Procedia-
Social and Behavioral Sciences (n = 5); IEEE Intelligent Transportation
Systems Magazine (n = 4); International Journal of Engineering Education
(n = 4); International journal of Game-based learning (n = 3); and Journal
of eLearning and Knowledge Society (n = 3).
Figure 1. Sample selection process (adapted from the Miller & Campbell
scheme, 2006)
Table 1. Keywords of the articles, with three or more results,
published in the Web of Science and Scopus databases: Social Scope
(n = 136), in the period (2011-mid 2016)
1
13. 13
1. Introduction 2. Methodology 3. Results 4. Conclusions
• Education
• Health
• Services
• Social
learning
•Implementation of gamification
Table 2. Components of the gamification that have been studied in
the sample of selected (2011-mid 2016). Note: x = not present; v =
present
2
17. 1. Introduction 2. Methodology 3. Results 4. Conclusions
17
Social learning
Schoooools
Gafu
Sap
SamEx
Jeopardy
Socrative
Lego
Applications
18. Gamified systems in the studies reviewed show better results
than traditional systems, considerably increasing the
participation of users
● Although, adding gamification components to an application is not sufficient to fully
motivate: we need to choose an attractive design framework, accompanied by a catching
narrative and an appropriate context
4. Conclusions
1. Introduction 2. Methodology 3. Results 4. Conclusions
18
A good gamification systems try to create the basis
for the development of self-determined behavior.
● To move from the game components that increase extrinsic motivation to those that really
provide an intrinsic motivation
19. 1. Introduction 2. Methodology 3. Results 4. Conclusions
19
Gamification has been proven to be an effective
strategy to increase motivation and engagement.
● Participants remain immersed in the experience and often return to share content and
influence the community, developing the collaboration and socialization of the
members
The components of gamification with more presence in the
areas mentioned before are the rewards (points, badges), levels,
and classification tables, mainly, because they influence extrinsic
motivation quickly, but less effective than intrinsic motivation.
On the other hand, social recognition and social networks do not have the same
repercussions, because they are less used in the framework of the chosen sample.
Our motivation to make this article is beacuse many people spend a lot of hours playing on consoles, portable and mobile devices. Many of these players are digital natives, inclined towards the use of games [23] as well as social networks, in order to find a state of FLOW that allows them to source motivation and commitment focused on learning
5) The context of investigation is about how gamification can modify behavior in the social envirionment, using the game dynamics and mechanics, adding a convincing narrative with the purpose of solving social problems, taking advantage of the inherent characteristics of the game to apply them in situations with a lack of motivation and commitment
The literature review was carried out by the end of July 2016. The selection of the scientific articles was conducted by the following methodological steps applied by Caponetto et al. [4] and Rickinson & May
All the keywords were selected for the elaboration of the sections, then processed in the Nvivo 10 program.
12, This was the results to get to the sample
12) To achieve greater efficiency, two databases with the highest incidence of published scientific articles (Web of Science and Scopus) were consulted. The search was carried out in both databases and 136 works were selected
12B) This was the result to make to the section of the content
13a) It seems that not all the components are studied equally in the disciplines mentioned (see table 2). In addition, table 2 makes a relationship between the Gamification elements most used by the aforementioned disciplines, divided into present or not present. At the same time, the components of extrinsic motivation have more presence in the Services and in Education field than those of intrinsic motivation in Health and in Social Learning field
14) Education
In the educational field, modern applications use gamification mechanics to motivate participation and knowledge acquisition, allowing students to form their own goals and failures. Adjusting the feedback (positive or negative), depending on the circumstance [Points and badges are used as external symbolic award elements [24], influencing students’ classroom behaviors. Challenges and competitions serve to create a competitive atmosphere where the ego and reputation come together to develop a more self-determined behavior.
15) Health:
In the field of health (exergames), the use of video games with gamification elements has driven initiatives in healthy lifestyles [13]. Many health systems recognize the potential of games to prevent illness and help patients recovering from illness by making positive adjustments in their lifestyles. Most external motivators help to reinforce intrinsic motivation by using points and badges as primary rewards.
16) Services:
In the service field, gamification is commonly used as a management-by-objectives approach. Under this approach, the purpose is to maximize the loyalty and motivation of the customers and employees. Customers’ motivation is assessed by a series of external rewards, serving as marketing entities of the product, by receiving a good service.
17) Social Learning:
Game components are used in social learning through the promotion of interactive and collaborative situations [23]. Their persuasiveness is determined by social recognition and rewards [18]. In other words, using the mechanics and dynamics of the game, being influenced by the objectives of the community to which it belongs. For its part, social influence provides the context to develop social interaction, taking into account how the participant reacts to a group and how the group can help establish an influential relationship