Gamification

in #education7 years ago

During the last decade, games have become an established vein of entertainment, consumer culture, and essentially, a common part of people’s daily lives (36). In the United States alone 59% of the population plays computer games while revenues of the computer games industry exceed US $15 billion (4). However, in addition to the increased penetration of games, the ways in which people play and employ games have also become more varied. There are more different kinds of games available for a multitude of different platforms, mediated through different technologies that cater for differing gaming needs (15,20,24,41) for widening audiences (8,9,10,26,36,40) and which use a wide variety of business models (1,2,13,14,25,27,28,29).

As a result, our reality and lives are increasingly game-like, not only because video games have become a pervasive part of our lives, but perhaps most prominently also because activities, systems and services that are not traditionally perceived as game-like are increasingly gamified. Gamification refers to designing products, services and organizational practices in order to afford similar experiences to games, and consequently, to attempt to create value and affect people’s behaviour (3,16,21,30,39). In recent years, the popularity of gamification has skyrocketed and is manifested in growing numbers of gamified applications, as well as a rapidly increasing amount of research (See e.g. 17,18,33).

However, beyond intentional gamification, gamification also refers to the general ludic transformation of our reality, culture and everyday lives (35,39). For example, recently we have witnessed the popular emergence of augmented reality games (32) and virtual reality technologies that enable a more seamless integration of games into our physical reality. Moreover, recent emerging phenomenon such as eSports (19,38) and streaming (37) have also penetrated the cultural membrane allowing games to seep into domains hitherto dominated by traditional media.

We encourage a wide range of submissions: empirical and conceptual research papers, case studies, and reviews in addition to practitioner reports related to gamification, games, information systems, commerce and users/players as well as the area between them.

Accepted papers will be included in the Conference Proceedings published by the IEEE Computer Society and maintained in the IEEE Digital Library. HICSS publications account for the top 2% downloads of all IEEE conferences, and have been consistently ranked as the most cited papers in top journal publications. Extended versions of selected papers will be invited to be submitted to a Gamification special issue in the Journal of Business Research. The tentative deadline is February 15, 2018. https://www.journals.elsevier.com/journal-of-business-research/

Relevant topics include (not limited to):

Impact of games and gamification
Individual impact
Behaviour
Psychological states
Well-being
Organizational impacts
Business benefits
Societal impacts
Areas of ludification of culture
eSports
Streaming
Conceptual improvements
Definitions
Frameworks
Affordances / mechanics
Game business
Free-to-play
Virtual goods
Player retention
Game design as marketing
Motivations and players
Player typologies
Motivations / gratifications
Demographic differences
Adoption and continued use
Technology and design
Virtual Reality (VR)
Augmented reality (AR)
Mixed reality (MR)
Mobile and web applications
Gamification in enterprise
Health applications
Education technology (serious games, game-based learning)
(Action) Design research
Track Chairs

Juho Hamari (Primary Contact)
Gamification Group, Tampere University of Technology / University of Turku / University of Tampere
Email: juho.hamari { a } tut.fi

Petri Parvinen
University of Helsinki
Email: petri.parvinen { a } helsinki.fi

References

Alha, K., Koskinen, E., Paavilainen, J., & Hamari, J. (2016). Critical acclaim and commercial success in mobile free-to-play games. In Proceedings of DiGRA FDG conference, Dundee, Scotland, 1-6 August, 2016.
Alha, K., Koskinen, E., Paavilainen, J., Hamari, J., & Kinnunen, J. (2014). Free-to-play games: Professionals’ perspectives. Proceedings of Nordic DiGRA, 2014. Gotland, Sweden, May 29.
Deterding, S. (2015). The lens of intrinsic skill atoms: A method for gameful design. Human–Computer Interaction, 30(3-4), 294-335.
Essential facts about the computer and video game industry: 2014 sales,demographic and usage data [Online]. Available at: http://www.theesa.com/facts/pdfs/ESAEF2014.pdf, 2014.
Farzan, R., DiMicco, J. M., Millen, D. R., Dugan, C., Geyer, W., & Brownholtz, E. A. (2008). Results from deploying a participation incentive mechanism within the enterprise. In Proceedings of the SIGCHI conference on Human factors in computing systems (pp. 563-572). ACM.
Gartner, “Gartner says by 2015, more than 50 percent of organizations that manage innovation processes will gamify those processes.”, http://www.gartner.com/it/page.jsp?id=1629214, April 11, 2011.
Gartner, “Gartner says by 2014, 80 percent of current gamified applications will fail to meet business objectives primarily due to poor design”, http://www. gartner.com/newsroom/id/2251015, Dec 14, 2012.
Greenberg, B. S., Sherry, J., Lachlan, K., Lucas, K. & Holmstrom, A. (2010). Orientations to video games among gender and age groups. Simulation and Gaming, 41(2), 238-259.
Griffiths, M. D., Davies, M. N. O. & Chappell, D. (2003). Breaking the stereotype: The case of online gaming. CyberPsychology and Behavior, 6(1), 81-91.
Griffiths, M. D., Davies, M. N. O. & Chappell, D. (2004). Demographic factors and playing variables in online computer gaming. Cyberpsychology and Behavior, 7(4), 479-487.
Hamari, J., (2013). Transforming Homo Economicus into Homo Ludens: A Field Experiment on Gamification in a Utilitarian Peer-To-Peer Trading Service. Electronic Commerce Research and Applications, 12(4), 236-245.
Hamari, J. (2015 in press). Do badges increase user activity? A field experiment on effects of gamification. Computers in Human Behavior.
Hamari, J. (2015). Why do people buy virtual goods? Attitude toward virtual good purchases versus game enjoyment. International Journal of Information Management, 35(3), 299–308.
Hamari, J., Alha, K., Järvelä, S., Kivikangas, J. M., Koivisto, J., & Paavilainen, J. (2017). Why do players buy in-game content? An empirical study on concrete purchase motivations. Computers in Human Behavior, 68, 538–546.
Hamari, J., & Keronen, L. (2017). Why do people play games? A Meta-Analysis. International Journal of Information Management, 37(3), 125-141.
Hamari, J., & Koivisto, J. (2015a). Why do people use gamification services? International Journal of Information Management, 35(4), 419–431.
Hamari, J., Koivisto, J., & Pakkanen, T. (2014). Do persuasive technologies persuade? – A review of empirical studies. In: Spagnolli, A. et al. (Eds.), Persuasive Technology, LNCS 8462 (pp. 118-136). Springer International Publishing Switzerland.
Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does gamification work? – A literature review of empirical studies on gamification. In proceedings of the 47th Annual Hawaii International Conference on System Sciences, Hawaii, USA, January 6-9, 2014.
Hamari, J., & Sjöblom, M. (2017). What is eSports and why do people watch it? Internet research, 27(2).
Hamari, J., & Tuunanen, J. (2014). Player types: A meta-synthesis. Transactions of the Digital Games Research Association, 1(2), 29-53.
Huotari, K., & Hamari, J. (2017). A definition for gamification: Anchoring gamification in the service marketing literature. Electronic Markets, 27(1), 21-31.
IEEE, “Everyone’s a Gamer – IEEE Experts Predict Gaming Will Be Integrated Into More than 85 Percent of Daily Tasks by 2020”, http://www.ieee.org/about/news/2014/25_feb_2014.html, April 14, 2014.
Jung, J. H., Schneider, C., & Valacich, J. (2010). Enhancing the motivational affordance of information systems: The effects of real-time performance feedback and goal setting in group collaboration environments. Management Science, 56(4), 724-742.
Kallio, K. P., Mäyrä, F. & Kaipainen, K. (2011) At Least Nine Ways to Play: Approaching Gamer Mentalities. Games and Culture, 6(4), 327-353.
Kimppa, K. K., Heimo, O. I., & Harviainen, J. T. (2016). First dose is always freemium. ACM SIGCAS Computers and Society, 45(3), 132–137.
Koivisto, J., & Hamari, J. (2014). Demographic differences in perceived benefits from gamification. Computers in Human Behavior, 35, 179-188.
Lehdonvirta, V. (2009). Virtual item sales as a revenue model: identifying attributes that drive purchase decisions. Electronic Commerce Research, 9(1), 97–113.
Lehdonvirta, V., & Castronova, E. (2014). Virtual economies: Design and analysis. Cambridge, Massachusetts: MIT Press.
Lin, H. & Sun, C. T. (2011). Cash trade in free-to-play online games. Games and Culture, 6(3), 270-287.
McGonigal, J. (2011). Reality is broken: Why games make us better and how they can change the world. Penguin.
Mekler, E. D., Brühlmann, F., Tuch, A. N., & Opwis, K. (2015). Towards understanding the effects of individual gamification elements on intrinsic motivation and performance. Computers in Human Behavior.
Montola, M., Stenros, J., & Waern, A. (2009). Pervasive games: theory and design. Morgan Kaufmann Publishers Inc.
Morschheuser, B., Hamari, J., & Koivisto, J. (2016). Gamification in crowdsourcing: A review. In Proceedings of the 49th Annual Hawaii International Conference on System Sciences (HICSS), Hawaii, USA, January 5-8, 2016. DOI: 10.1109/HICSS.2016.543
Morschheuser, B., Werder, K., Hamari, J., & Abe, J. (2017). How to gamify? Development of a method for gamification. In Proceedings of the 50th Annual Hawaii International Conference on System Sciences (HICSS), Hawaii, USA, January 4-7, 2017.
Mäyrä, F. (2016). Pokémon GO: Entering the Ludic Society. Mobile Media & Communication, 2050157916678270.
Mäyrä, F., Karvinen, J., Ermi, L., (2016). Pelaajabarometri 2015 – Lajityyppien suosio, TRIM Research Reports 21. Tampere: University of Tampere. http://urn.fi/URN:ISBN:978-952-03-0153-8.
Sjöblom, M., & Hamari, J. (2017). Why do people watch others play video games? An empirical study on the motivations of twitch users. Computers in Human Behavior.
Taylor, T. L. (2012). Raising the Stakes: E-sports and the Professionalization of Computer Gaming. Mit Press.
Vesa, M., Hamari, J., Harviainen, J. T., & Warmelink, H. (2017). Computer Games and Organization Studies. Organization Studies, 38(2), 273-284.
Williams, D., Yee, N. & Caplan, S. E. (2008). Who Plays, How Much, and Why? Debunking the Stereotypical Gamer Profile. Journal of Computer‐Mediated Communication, 13(4), 993-1018.
Yee, N. (2006) Motivations for Play in Online Games. CyberPsychology & Behavior, 9(6), 772-775.

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Do I imagine it? or the content is copy-pasted from wikipedia without any editing?

Gamification is a powerful tool that has been helping businesses and organizations increase engagement and motivation among their users. The concept of gamifying a task or activity involves adding game-like elements such as points, badges, and leaderboards to incentivize users to participate and complete the task.

As an e-learning enthusiast, I have seen how gamification has transformed the learning experience for many students. It makes the learning process more interactive, engaging, and fun. I was once struggling to learn a new language, but when I used a language learning app https://anyforsoft.com/blog/gamification-in-elearning/ that incorporated gamification, I found myself spending more time on the app and making progress faster.

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