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Gamification - Coggle Diagram
Gamification
Beneficios
e alleged motivational benefits of gamifica-
tion approaches
Viewing it as a tool for business strategy, W
to take advantage of
human psychology i
more effective and rewarding
alternative to traditional motivation structures in business,
game element itself is reward-
ing (i.e. intrinsically motivating).
Objetivo
gamification has been employed to
encourage end-user participation (65%) and change behavior (32%), with the goal in one case being a combination of both (encouraging more honest participation). In three cases (10%), gamification was used to improve enjoyment. In a further three cases (10%), gamification was used as an analytical strategy to capture and track data in a system
Resultados
these studies suggests that pointsification –
points, badges, leaderboards – is a pervasive gamification strategy.
similar implementations of gamification in different domains did not necessary impact participants in the same way.
studies showed that demographic variables and the expectations attached to those variables had an impact on the effectiveness of gamification
gender indicating that female students were just as, if not more, engaged by gamification factors as male students.
game elements
Cunningham and Zichermann (2011)
flirtation and romance;
surprise and nexpected delight;
collecting
feedback and reinforcement
pattern recognition
organizing
gifting
recognition for achievement;
leading others;
fame and getting attention;
being the hero;
gaining status;
nurturing and growing
Deterding et al. (2011a), Werbach and Hunter (2012), and Huotari and Hamari (2012),
Game elements are patterns, objects, principles, models, and methods directly inspired by games.
pointsification
points,
badges
leaderboards
Aparicio et al.'s (2012)
Profiles,
avatars,
macros,
configurable interface,
alternative activities,
privacy control,
notification control.
Blohm and Leimeister (2013)
Documentation of behavior
Scoring systems,
badges,
trophies
Rankings Ranks,
levels,
reputation points
Group tasks
Time pressure,
tasks, quests
Avatars,
virtual worlds,
virtual trade
Goehle (2013)
experience points based on progression through homework tasks,
levels after reaching certain milestones through accumulating experience points,
a progress bar,
achievements, and
rewards in the form of extra credit.
De todos os artigos
points (18),
badges (15),
rewards (11),
leaderboards (11),
challenges (6),
status (5),
progression (3),
achievements (3),
avatars (3),
mini-games (2),
roles (2),
narrative (1),
time pressure (1),
feedback (1).
Estudos
Aplicações
Apps que precisam de engajamento
Educação
many students needed external motivation in the form of challenges issued by the instructional staff to become and remain engaged.
Achievement metrics showed that at least half of the students who completed 90% of the homework put in extra effort to obtain achievements. Goehle (2013)
help new users learn AutoCAD, s a 20–76%
increase in speed of completion
The experimental group was trained to use the plugin and optional gamification features, which included 36 challenge achievements resulting in trophies, and seven participation achievements resulting in badges/medals.
Online communities and social
gamification metrics reveal: an increase in regular logins. to increase engagement and
cooperation. Bista et al. (2012a, 2012b)
a user sets out to explore new
territory just for the sake of earning a badge. Frith (2012)
Cuidados
motivation dropped when mayorships were perceived to be unobtainable.
The leaderboard was found to be demotivational in the face of power users who always dominated the rankings.
removing gamification features
reduced contributions of photos, lists, and comments across multiple features (photos, lists and profiles
Premiações
obtaining badges and rewards, such as videos by actors from popular cop series, after filling out a certain number of reports.
. Users earned points as virtual currency by completing tasks (achievements), such as using public transportation.
Colher melhores dados
how participants can be motivated to provide
quality data in an intensive s
Points were given for actions, such as writing reviews and tasting cheese with other participants, achievements could be unlocked, progress could be tracked in a leaderboard, and rewards could be earned.
how user experience and data
quality and collection rates can be optimized. T
The gamified version featured a narrative layer comprised of levels, a customizable avatar, and rewards in the form of avatar assets, such as swords, and public presentation of the completed avatar.
indicated that age and lack of gaming experience
online influenced the results;
game elements of points, derived from ratings and usage statistics, ranks, for example “Explorer” achieved at 5000 points, and badges, for example “Navigator” and “Cartographer”
e top fields for gamification research
education (26%),
health and wellness (13%),
online communities and social networks (13%), crowdsourcing (13%)
and sustainability (10%).
Preparação
what kind of players a
system will support
methods of
onboarding (the process of orienting new users to a system)
social engagement loop
Definição
Gamification
e selective incorporation of game
elements into an interactive system without a fully-fledged game
describe those features of an interactive system that aim to motivate and engage end-users through the use of game elements and mechanics.
tool for motivating and engaging users in non-entertainment contexts.
defined as the
use of game elements and mechanics in non-game contexts
define as “the use of game design elements in non-game contexts” (Deterding et al., 2011a,p. 9).
Zichermann and Linder (2010) define gamification as a tool for supplementing branding initiatives through the application of game elements and mechanics.
psychological perspective
intrinsic motivation
behavior is enacted or an activity is undertaken because it aligns with one's inner values
extrinsic motivation
external rewards such as money or status are offered in exchange for engagement in particular behaviors or activities
psychological theory of intrinsic and extrinsic
motivation developed by Ryan and Deci (2000b)
: the intentional use of game elements
for a gameful experience of non-game tasks and contexts.
Kapp (2012) defines gamification as the use of “game-based mechanics, esthetics and game thinking to engage people, motivate action, promote learning, and solve problems”
Gamification is a developing approach for encouraging user motivation, engagement and enjoyment in non-gaming, computer-mediated environments
Game
defines games as non-serious but intensely engaging voluntary
activities structured by rules and secretive social boundaries.
Gamenics theory and servicenics thoery are comprised of a collection of principles and heuristics derived from Nintendo Games that can be used to increase the usability and enjoyment of other games and applications (Yamakami, 2012)
Introdução
record-breaking console sales and
massively occupied online multiplayer environments
the average gamer is 30 years old, is 45% likely to be female, tends to play puzzle, board or casual games, and is likely a part of the 62% who play games socially
História
, gamification has emerged as a trend within
the business and marketing sectors,
The rise (or re-emergence) of gamification is thought to have been brought about by a number of converging factors, including cheaper technology, personal data tracking, eminent successes, and the prevalence of the game medium
Desing
how to provide the best experience for a diverse range of users in three ways:
diverse presentation of content, .
mastery through a multitude of activities,
multilinear learning paths