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Gamification & motivational design - Research-based perspectives 1/2015

Jonna Koivisto, Researcher Game Research Lab, University of Tampere, Finland

Summary of the lecture contents and workshop

January 14th:

• Making sense of gamification & motivational design

• Conceptualizing gamification

• Defining games

• Games today, the growing interest in games and gamification

• Considering gamification as a technology

• Categories of technologies; situating gamification

• Factors explaining the use of technologies

• The rise of gamification

• Research on human motivations

• Use of games for purposes other than entertainment

• Examples of Gamification, defining gamification, examining the structure of gamification

• “Game mechanics” / Motivational affordances

• Psychological effects

• Outcomes / contexts

January 15th:

• Research-based perspectives on gamification

• "Does gamification work?"

• A look at empirical research conducted on gamification

• Examining the past and future of gamification

• Examining a systematic literature review on gamification

• The results from research on the question "Does gamification work?"

• Analyzing the current state of research and looking into the future

• Workshop: Designing gamification & gamification research

• Designing ideas for gamification

• Planning contexts and mechanics

• Sharing the ideas and giving feedback

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Short summary of the presentation:

Gamification &

motivational design

Research-based perspectives

January 14-15, 2015

University of Foggia

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Who?

● Researcher, M.A., Doctoral Candidate

● Game Research Lab, University of

Tampere, Finland

● Research topics:

Gamification, motivational systems,

persuasive technologies, etc.

● In the fields of game studies, information

systems science, psychology, etc.

Jonna Koivisto – jonnakoivisto.com

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Agenda for making sense of gamification & motivational design

● Conceptualizing gamification

● Examples of Gamification

● “Game mechanics” / Motivational affordances

● Psychological effects

● Outcomes / contexts

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Games today

- Game industry has become the largest entertainment industry in the world (Yi, 2004)- Bigger than movies, music...

- In recent years, the growth has been huge

- Digital distribution and variety of platforms

- Rise of mobile gaming, social network gaming…

- Gaming has become an “everyday” activity

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Games today

- The rise of the gaming industry has got larger audiences interested in the potential of games

- marketing personnel, system designers, executives…

- What if we could transfer the motivational potential of games to other contexts…?

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Factors affecting technology use

- Rational, instrumental values

- Hedonic values

- Technology adoption of different techs

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Motivation

- Intrinsic motivations vs. extrinsic motivations (Deci & Ryan, 1985)

- Positive psychology (e.g. Seligman & Csikszentmihalyi, 2000)

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Gamification

- Drawing together the perspectives:

- Useful technologies

- Entertainment technologies

- Motivational factors

The concept of gamification

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Gamification

- Definitions by Huotari & Hamari (2012), Deterding et al. (2011)

- Examples of gamification

- A look at different gamification services: - Nike+, Fitocracy, Recyclebank, Mindbloom etc.

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Examining gamification

- Gamification framework:

- Affordances: - achievements, avatars, rewards, narratives, points, social features etc.

- Psychological outcomes: - flow, social comparison, competence, etc.

- Behavioral outcomes

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Does

gamification

work?Presentation based on the publication:

Citation: Work? – A Literature Review of Empirical Studies on Gamification.

In Proceedings of the 47th Hawaii International Conference on System

Sciences, Hawaii, USA, January 6-9, 2014.

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Paper available at:

http://dx.doi.org/10.1109/HICSS.2014.377

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Workshop:Designing gamification &

gamification research

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Workshop:Designing gamification &

gamification research

- Let’s design gamification ideas

- In groups or alone:

- Plan the context, plan the outcomes

- Plan the affordances

- Think of answers for the questions

- Then, we share ideas and give advice to each other!

LET’S PLAY!


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