3 Definitions of Gamification and Serious Games

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3 Definitions of Gamification and Serious Games D2.3 Best practices in serious games D2.3 Best practices in serious games Smart Toolbox for Engaging Citizens into a People-Centric Observation Web Abstract Whilst citizen participation in environmental policy making is still in its infancy, there are signs of a growing level of interest. The majority of citizens, though, both as individuals and as groups often feel disengaged from influencing environmental policies. They also remain unaware of publicly available information, such as the GEOSS or Copernicus initiatives. The SCENT project will alleviate this barrier. It will enable citizens to become the ‘eyes’ of the policy makers by monitoring land- cover/use changes in their everyday activities. This is done through a constellation of smart collaborative technologies delivered by the SCENT toolbox in TRLs 6-8. In this deliverable, we examine 28 serious games, mostly related to environmental protection and monitoring. By analyzing these games in relation to 4 components (game mechanics, story, aesthetics and technology), we aim at pinpointing best practices in the application of gamification techniques. Key learning points that will inform the work in Scent are also identified. Keywords: gamification, serious games, game mechanics D2.3 Dissemination Level: PU Deliverable Type: R The research leading to these results has received funding from Horizon 2020, the European Page 1 of 94 Union’s Framework Programme for Research and Innovation (H2020/2014-2020 under grant agreement no 688930 D2.3 – Best practices in serious games Authoring and review process information EDITOR DATE Silvia Brandalesi / XTeam 24-03-2017 CONTRIBUTORS DATE Stefano Tamascelli / XTeam 07-03-2017 Riccardo Braga / XTeam 07-03-2017 Luca Simeone / XTeam 07-03-2017 Ugo Ceciliato / XTeam 07-03-2017 Flavia Ferrari / XTeam 15-07-2018 REVIEWED BY DATE Athanasios Chaldeakis / Attica Region 20-09-2018 Florentina Sela / DDNI 20-09-2018 APPROVED BY DATE Tony Hughes / CARR 28-09-2018 Athanasia Tsertou / ICCS 28-09-2018 Luca Simeone / XTeam LEGAL & ETHICAL ISSUES COMMITTEE REVIEW REQUIRED? NO Day-Month-Year Person name / partner short name The research leading to these results has received funding from Horizon 2020, the European Page 2 of 94 Union’s Framework Programme for Research and Innovation (H2020/2014-2020 under grant agreement no 688930 D2.3 Best practices in serious games Document/Revision history Version Date Partner Description V0.1 28/03/2017 XTeam Internal review completed, deliverable submitted for peer review V0.2 08/05/2017 XTeam Revised according to comments from Attica Region and DDNI V1.0 09/05 /2017 XTeam Revised, final version submitted V2.0 10/09/2018 XTeam Modified following the comments of the First Period review The research leading to these results has received funding from Horizon 2020, the European Page 3 of 94 Union’s Framework Programme for Research and Innovation (H2020/2014-2020 under grant agreement no 688930 D2.3 Best practices in serious games Table of Contents Acronyms and abbreviations ........................................................................................................ 7 Executive Summary ...................................................................................................................... 9 1 Introduction ............................................................................................................................ 10 1.1 Purpose of the Document ........................................................................................................... 10 1.2 Intended readership ................................................................................................................... 10 1.3 Relationship with other SCENT deliverables ............................................................................... 10 2 Approach ................................................................................................................................ 11 3 Definitions of gamification and serious games ......................................................................... 12 4 Key gamification mechanisms .................................................................................................. 16 5 Best practices .......................................................................................................................... 24 Picture Pile ........................................................................................................................................ 24 EyeWire ............................................................................................................................................. 26 Foldit ................................................................................................................................................. 29 Cerberus Game ................................................................................................................................. 31 Google Image Labeler ....................................................................................................................... 32 Lake Observer App ............................................................................................................................ 34 Stop disasters! ................................................................................................................................... 35 Game of Floods ................................................................................................................................. 37 FloodSim ........................................................................................................................................... 39 Sai Fah: The Flood Fighter ................................................................................................................. 41 Pokemon Go! .................................................................................................................................... 43 SchaVis .............................................................................................................................................. 45 mPING App ........................................................................................................................................ 47 The Playful Danube ........................................................................................................................... 48 Awqa Water ...................................................................................................................................... 50 Run the river ..................................................................................................................................... 52 Flood Runner: Armageddon .............................................................................................................. 53 The President for a day: floodings .................................................................................................... 55 Catchment Detox .............................................................................................................................. 57 Plan It Green Game: the big switch .................................................................................................. 59 Energy City ........................................................................................................................................ 61 SimCityEDU ....................................................................................................................................... 63 Disaster Hero .................................................................................................................................... 65 The research leading to these results has received funding from Horizon 2020, the European Page 4 of 94 Union’s Framework Programme for Research and Innovation (H2020/2014-2020 under grant agreement no 688930 D2.3 – Best practices in serious games BBC Climate Challenge ...................................................................................................................... 67 Disaster Master ................................................................................................................................. 69 River Basin Game .............................................................................................................................. 71 Abzû .................................................................................................................................................. 73 Subnautica ........................................................................................................................................ 75 6 Key learning points .................................................................................................................. 78 7 Conclusions ............................................................................................................................. 80 References ................................................................................................................................. 81 Appendix 1 - Complete list of games and apps analyzed during T2.3 ............................................ 84 Appendix 2 - Table of key learning points emerging from the analysis of the games ..................... 92 The research leading to these results has received funding from Horizon 2020, the European Page 5 of 94 Union’s Framework Programme for Research and Innovation (H2020/2014-2020
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