The Origins and Future of Gamification Gerald Christians University of South Carolina, [email protected]
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Discussing on Gamification for Elderly Literature, Motivation and Adherence
Discussing on Gamification for Elderly Literature, Motivation and Adherence Jose Barambones1, Ali Abavisani1, Elena Villalba-Mora1;2, Miguel Gomez-Hernandez1;3 and Xavier Ferre1 1Center for Biomedical Technology, Universidad Politecnica´ de Madrid, Spain 2Biomedical Research Networking Centre in Bioengineering Biomaterials and Nanomedicine (CIBER-BBN), Spain 3Aalborg University, Denmark Keywords: Gamification, Serious Games, Exergames, Elderly, Frailty, Discussion. Abstract: Gamification and Serious games techniques have been accepted as an effective method to strengthen the per- formance and motivation of people in education, health, entertainment, workplace and business. Concretely, exergames have been increasingly applied to raise physical activities and health or physical performance im- provement among elders. To the extend of our understanding, there is an extensive research on gamification and serious games for elderly in health. However, conducted studies assume certain issues regarding context biases, lack of applied guidelines or standardization, or weak results. We assert that a greater effort must be applied to explore and understand the needs and motivations of elderly players. Further, for improving the impact in proof-of-concept solutions and experiments some well-known guidelines or foundations must be adopted. In our current work, we are applying exergames on elderly with frailty condition in order to improve patient engagement in healthcare prevention and intervention. We suggest that to detect and reinforce such traits on elderly is adequate to extend the literature properly. 1 INTRODUCTION preserve the intrinsic capacity of the individual, its en- vironmental characteristics and their interaction. In In recent years, a rapid increase of consumer soft- parallel, by 2050 life expectancy will surpass 90 years ware inspired by the video-gaming has been per- and one in six people in the world will be over age 65 ceived. -
Drivers and Barriers to Adopting Gamification: Teachers' Perspectives
Drivers and Barriers to Adopting Gamification: Teachers’ Perspectives Antonio Sánchez-Mena1 and José Martí-Parreño*2 1HR Manager- Universidad Europea de Valencia, Valencia, Spain and Universidad Europea de Canarias, Tenerife, Spain 2Associate Professor - Universidad Europea de Valencia, Valencia, Spain [email protected] [email protected] Abstract: Gamification is the use of game design elements in non-game contexts and it is gaining momentum in a wide range of areas including education. Despite increasing academic research exploring the use of gamification in education little is known about teachers’ main drivers and barriers to using gamification in their courses. Using a phenomenology approach, 16 online structured interviews were conducted in order to explore the main drivers that encourage teachers serving in Higher Education institutions to using gamification in their courses. The main barriers that prevent teachers from using gamification were also analysed. Four main drivers (attention-motivation, entertainment, interactivity, and easiness to learn) and four main barriers (lack of resources, students’ apathy, subject fit, and classroom dynamics) were identified. Results suggest that teachers perceive the use of gamification both as beneficial but also as a potential risk for classroom atmosphere. Managerial recommendations for managers of Higher Education institutions, limitations of the study, and future research lines are also addressed. Keywords: gamification, games and learning, drivers, barriers, teachers, Higher Education. 1. Introduction Technological developments and teaching methodologies associated with them represent new opportunities in education but also a challenge for teachers of Higher Education institutions. Teachers must face questions regarding whether to implement new teaching methodologies in their courses based on their beliefs on expected outcomes, performance, costs, and benefits. -
A Systematic Review on the Effectiveness of Gamification Features in Exergames
Proceedings of the 50th Hawaii International Conference on System Sciences | 2017 How Effective Is “Exergamification”? A Systematic Review on the Effectiveness of Gamification Features in Exergames Amir Matallaoui Jonna Koivisto Juho Hamari Ruediger Zarnekow Technical University of School of Information School of Information Technical University of Berlin Sciences, Sciences, Berlin amirqphj@ University of Tampere University of Tampere ruediger.zarnekow@ mailbox.tu-berlin.de [email protected] [email protected] ikm.tu-berlin.de One of the most prominent fields where Abstract gamification and other gameful approaches have been Physical activity is very important to public health implemented is the health and exercise field [7], [3]. and exergames represent one potential way to enact it. Digital games and gameful systems for exercise, The promotion of physical activity through commonly shortened as exergames, have been gamification and enhanced anticipated affect also developed extensively during the past few decades [8]. holds promise to aid in exercise adherence beyond However, due to the technological advancements more traditional educational and social cognitive allowing for more widespread and affordable use of approaches. This paper reviews empirical studies on various sensor technologies, the exergaming field has gamified systems and serious games for exercising. In been proliferating in recent years. As the ultimate goal order to gain a better understanding of these systems, of implementing the game elements to any non- this review examines the types and aims (e.g. entertainment context is most often to induce controlling body weight, enjoying indoor jogging…) of motivation towards the given behavior, similarly the the corresponding studies as well as their goal of the exergaming approaches is supporting the psychological and physical outcomes. -
PAUL SIMON and ROBERT PLANT Move to NEWCASTLE ENTERTAINMENT CENTRE
PAUL SIMON AND ROBERT PLANT move to NEWCASTLE ENTERTAINMENT CENTRE Saturday 30th March PAUL SIMON Special Guest: Rufus Wainwright Platinum Reserved Seating $199 / Gold Reserved Seating $149 / Silver Reserved Seating $99 (plus handling and payment processing fees) Sunday 31st March ROBERT PLANT & the Sensational Space Shifters Special Guests: Blind Boys Of Alabama Platinum Reserved Seating $199 / Gold Reserved Seating $149 / Silver Reserved Seating $99 (plus handling and payment processing fees) Saturday 9th March 2013 Chugg Entertainment today confirmed the move of this Easter’s two-fold line-up; Paul Simon and Robert Plant, from the Hunter Valley’s Hope Estate to the Newcastle Entertainment Centre. Each concert will play the same dates previously scheduled: Paul Simon (with Rufus Wainwright) on Saturday 30th March and Robert Plant (with Blind Boys of Alabama) on Sunday 31st March, now at the Newcastle Entertainment Centre. Executive Chairman, Michael Chugg said, “We’re moving to the Newcastle Entertainment Centre, which will be a more intimate environment for these two artists.” Chugg added, “I encourage all fans to take the opportunity to see these two iconic artists. These guys are legends and now Newcastle is seeing them in the most intimate venue on the tour.” Both Paul Simon and Robert Plant will be performing career-spanning sets and promise numerous favourites and greatest hits from their rich catalogues, including their solo careers, and Simon & Garfunkel and Led Zeppelin, respectively. New tickets for the Newcastle Entertainment Centre shows go on-sale at midday this Monday March 11 from ticketek.com.au or 132 849. The Newcastle Entertainment Centre Box Office has extended its hours today until 4pm to assist with enquiries (02 4921 2121) but exchanges will not commence until Thursday March 14. -
Gaming in the Classroom: the Next Big Thing Or Hogwash?
Gaming in the Classroom: The Next Big Thing or Hogwash? Ryan Leach This paper was completed and submitted in partial fulfillment of the Master Teacher Program, a 2-year faculty professional development program conducted by the Center for Faculty Excellence, United States Military Academy, West Point, NY, 2019. Even as a child, gaming always fascinated me. Much like reading, gaming allows the gamer to be transported to an alternate reality or timeline in which the fantastic was not only possible, but probable. Even in the late 1980s and early 1990s the promise of video gaming was fantastic. Long gone were the days of simplistic games such as Pong and Donkey Kong representing the zenith of electronic entertainment. As time progressed, so did the complexity of gaming hardware.1 For example, the grandfather of all personal gaming electronic devices, the Atari 6500 series, launched on a then impressive 128 bytes of ram.2 By comparison, Microsoft’s current console, the Xbox One has 1.2e+10 bytes of ram.3 Once crude, simplistic, and shallow, gaming devices had transformed into modern marvels of computer engineering and design. In parallel to the rapid advanced in computer hardware, computer software experienced a golden age as well. What were once crude approximations of relatively simple things, such as Pong’s emulation of two dimensional ping pong, were supplanted by (seemingly) living, breathing, evolving worlds a-la Bethesda Softworks’ Skyrim or Rockstar’s Grand Theft Auto series. Over the course of several decades gaming had had evolved into something far more complex, deep, and rewarding. -
Music Great Guitar Gathering (DASOTA)
JACKSONVILLE golfing in north florida entertaining u newspaper free weekly guide to entertainment and more | march 1-7, 2007 | www.eujacksonville.com 2 march 1-7, 2007 | entertaining u newspaper table of contents Cover photo courtesy of World Golf Village feature Golfing In North Florida .............................................................................PAGES 19-23 movies Black Snake Moan (movie review) ...................................................................... PAGE 6 Movies In Theaters This Week .....................................................................PAGES 6-11 Craig Brewer interview (Black Snake Moan) ........................................................ PAGE 7 Seen, Heard, Noted & Quoted ............................................................................. PAGE 7 Reno 911!: Miami (movie review) ....................................................................... PAGE 8 Zodiac (movie review) ........................................................................................ PAGE 9 Amazing Grace (movie review) ....................................................................PAGE 10-11 at home The Departed (DVD review) ............................................................................. PAGE 14 2007 Academy Awards (TV Review) ................................................................ PAGE 15 Video Games ................................................................................................... PAGE 16 food Murray Bros. Caddy Shack .............................................................................PAGES -
The Gamification Spectrum Share This Whitepaper
The Gamification Spectrum share this whitepaper Contents 1 Introduction to Gamification 2 What is the Gamification Spectrum? 4 The Nine Patterns 10 Scale & Sustainability 13 Learning from the Gaming World 16 Conclusion Lithium builds trusted relationships between the world’s best brands and their customers, helping people get answers and share their experiences. We provide one platform to manage your Total Community: Understand your most valuable and lithium.com | © Lithium Technologies, Inc. All Rights Reserved. 2 share this whitepaper Introduction to Gamification Gamification is applying the science and psychology of In this paper, we take a deeper dive into what our Chief gaming in a non-game context to motivate and reward your Scientist, Dr. Michael Wu, has patented as the “Gamification customers to perform certain desired behaviors. For example, Spectrum”―a continuum of gamification techniques that can if you want them to contribute more content on your online help you choose the right gamification plan for your customers, community, you may offer badges for those who contribute a depending on the behaviors you want to drive. certain number of posts; or they may work to level up to the We have curated the following content from Dr. Wu’s blog, next reward that provides recognition among other players The Science of Social, to synthesize all the insights from the for their expertise, skill, etc. There are many types of entire Gamification Spectrum series into one paper. gamification techniques. Gamification is one of the most proven ways to engage community members and keep them coming back for more. However, there are important scientific principles behind the strategy of gamification that impact whether or not gamification proves to be successful for your community and brand. -
Haas & Deloitte Partnership Advertising in a Changing Media
Advertising in a changing media landscape: The role of consumers as players in the game of advertising Patricio Simpson March 18, 2010 Copyright © 2010 Deloitte Development LLC. All rights reserved. You may view, copy, print, and distribute this document only for educational purposes and informational use (and not for commercial purposes); provided that any copy of this document or portion thereof must include this copyright notice in its entirety. Today‟s topics • Changing customer needs are driving interactivity – Trends toward increased customer empowerment – Demands for ease of use, personalization and choice • Traditional media is finally catching on – Repositioning and growing new media propositions – Growth of alternative approaches and mediums • New world of media and advertising – New business models – Class Discussion Copyright © 2010 Deloitte Consulting LLP. All rights reserved. 1 Customers are taking control Power shift: Consumers are seeing more and remembering less – and they have taken control of when, where, and how they interact, via Web channels, interactive media and on-demand devices • Ninety-four percent of shoppers conduct research online before purchasing a product1 • More than half of consumers’ buying decisions are more influenced by What They Want consumer reviews and ratings than any other type of online advertising2 • A Web search for “Product Review” generates roughly 500 million pages of results • Almost all consumers want to block unwanted ads, online and offline3 • Sixty-six million U.S. digital cable subscribers will have video on demand by the end of 20154 • Forty-two percent access the internet via their phone, an increase of 36% in the When They Want It past year5 • The mobile web isn’t just about phones - the Apple iPad is predicted to exceed all-time sales of the popular Amazon Kindle during its first 3 months on the market6 1 Compete Online Shopper Intelligence study – 2010 2 “State of the Media Democracy” 4th Edition. -
Gamification in Business and Education – Project of Gamified Course for University Students
GAMIFICATION IN BUSINESS AND EDUCATION – PROJECT OF GAMIFIED COURSE FOR UNIVERSITY STUDENTS Michał Jakubowski Kozminski University [email protected] ABSTRACT gamification based on that observation assumes that proper game design can change human behaviour and boost According to social changes in students’ behaviour caused productivity when it is well made. by fast-growing technological environment we should think When one is thinking about gamification of education about new solutions in the construction of courses they are it should be considered that using serious games during a participating in. Gamification can be one of the answers, course can be recognized as a gamifing process. On the but as we can already experience – it is hard to design other hand simulations are designed in a way that engages a working gamified system that will deliver the desired user, gives instant feedback and enhances productivity outcome. Author would like to present his concept of (Miller 2013). The most interesting thing would be using a immersive gamification course that he will start during combination of simulation and gamified course when teaching students as it is already happening (Wardaszko 2013/2014 academic year. The topic of the course will be focused on the phenomena of gamification in business and 2013) . Although simulations could not be used in every education. Idea behind that was to show students the kind of course. What can be done to motivate students and experience of gamification use while teaching them about encourage them for better work during a course? Using the that field. Following paper introduces to gamification in best working game mechanics. -
Identifying the Success Factors of Advergames
The current issue and full text archive of this journal is available on Emerald Insight at: https://www.emerald.com/insight/2056-4945.htm Identifying the Identifying the success factors of success factors advergames: a mixed- of advergames method approach Mona Jami Pour Business Department, Hazrat-e Masoumeh University (HMU), Qom, Iran, and Received 13 March 2020 Sahar Sadeghi and Elahe Yahyaei Revised 16 July 2020 University of Tehran, Tehran, Iran 29 August 2020 Accepted 6 September 2020 Abstract Purpose – Advergame as a new approach in advertising has recently attracted the attention of many researchers and practitioners. Despite the growing investment, managers still do not have a comprehensive understanding of the success factors of advergames. To the authors’ knowledge, there are no studies that address success factors in advergames. The purpose of this paper is to comprehensively explore the success factors of advergames to enhance the markets’ insight regarding the implementation of advergames. Design/methodology/approach – This study investigates the success factors of advergames implementation using the mixed-method approach. For this purpose, along with a literature review, some semistructured interviews with experts were conducted and the obtained data were analyzed using the thematic analysis. Then a survey was conducted to validate the extracted factors and criteria. The quantitative data were analyzed by Student t-test and factor analysis. Findings – The results indicated that the main success factors of advergames are game design factors, brand/ product-related factors, players’ personality-related factors and technical factors. The rank orders of the mentioned factors and their subcriteria were identified using their respective variance. -
Gathering of Card Players and Subcultural Expression
THE MAGIC OF COMMUNITY: GATHERING OF CARD PLAYERS AND SUBCULTURAL EXPRESSION Travis J. Limbert A Thesis Submitted to the Graduate College of Bowling Green State University in partial fulfillment of the requirements for the degree of MASTER OF ARTS August 2012 Committee: Dr. Marilyn Motz, Advisor Dr. Esther Clinton © 2012 Travis Limbert All Rights Reserved iii ABSTRACT Marilyn Motz, Advisor When Magic: the Gathering was released in 1993, it was the first trading card game. It paved the way for the trading card game subculture and market that exists today. This thesis explores the implications of this subculture and the ways it can be thought of as an urban leisure subculture. This thesis also discusses Magic’s unique community, which has been instrumental in the game’s success over the last two decades. Magic’s community is created symbiotically, through official support by Wizards of the Coast, and the parent company Hasbro, as well as the usage and interaction by the fans and players. It is this interaction that creates a unique community for Magic, which leads to the game’s global popularity, including its tremendous growth since 2010. This thesis looks at trade publications, articles written about Magic, player responses collected through online surveys, and other works to create an extensive work on Magic and its community. This thesis focuses on how the community is important to the consumption of copyrighted cultural texts and how this creates of meaning in players’ lives. iv To my parents, James and Jona, who always encouraged me. v ACKNOWLEDGMENTS I would like to thank my thesis committee, Dr. -
In the Archives Here As .PDF File
Biting the Hand 6/12/01 Jessica M. Mulligan Page 1 Biting the Hand: A Compilation of the Columns to Date Copyright 1999 by Jessica M. Mulligan Table of Contents 1 YEAR 1999 COLUMNS ...................................................................................................2 1.1 WELCOME TO MY WORLD; NOW BITE ME....................................................................2 1.2 NASTY, INCONVENIENT QUESTIONS, PART DEUX...........................................................5 1.3 PRESSING THE FLESH II: THE INTERACTIVE SEQUEL.......................................................8 1.4 MORE BUGS: A CASUALTY OF THE XMAS RUSH?.........................................................10 1.5 IN THE BIZ..................................................................................................................13 1.6 JACK AND THE BEANCOUNTER....................................................................................15 1.7 COLOR ME BONEHEADED ............................................................................................19 1.8 AH, SWEET MYSTERY OF LIFE ................................................................................22 1.9 THE CONFERENCE FORMERLY KNOWN AS THE COMPUTER GAME DEVELOPER’S CONFERENCE .........................................................................................................................24 1.10 THIS FRAGGED CORPSE BROUGHT TO YOU BY ...........................................................27 1.11 OH, NO! I FORGOT TO HAVE CHILDREN!....................................................................29