Gamification: A roundtable on game studies and HCI perspectives

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DiGRA 2011

GamificationA roundtable on game studies and HCI perspectivesR. Khaled, D. Dixon, S. Deterding Utrecht, September 16, 2011

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Today

• Introduction

• Pre-history of “gamification” in HCI

• Current topics in HCI

• Defining “gamification”

• Debate!

3

You are here

“Gamification”?

4

“The use of game design elementsin non-gaming contexts”

“Gamification”?

5

“Gamification”?

6

The blueprint

7

PointsTracking, Feedback

BadgesGoal-setting

LeaderboardsCompetition

IncentivesRewards

(And behavioral analytics in the backend)

The enablers

8

Analytics & sensors

Success stories

Existing discourses& practices

Today

• Introduction

• Pre-history of “gamification” in HCI

• Current topics in HCI

• Defining “gamification”

• Debate!

9

You are here

“Gamification” in HCI: A prehistory

10

UtilityUsability

The great beyond

Three Paradigms of HCI

11

Precursors(1980+)

Man as computerCognitive sciences

Man as machineErgonomics

Man as meaning-makerHuman sciences

Repurposings(2001+)

UX(2002+)

Hedonic attributesGame UX

Ludic design(2002+)

Playfulness(2005+)

CSCW(2005+)

Persuasive Tech(2006+)

Harrison, S., Tatar, D., and Sengers, P. The Three Paradigms of HCI. Proc. AltCHI 2007, ACM Press (2007).

PrecursorsEnjoyable interfaces,fun of use, metaphors(1980-1988)

Repurposing3d engines, interfaces, controllers, inputs(2001+)

Dennis Chao, Doom as an Interface for Process Management (2001)

Louis von Ahn, Games with a Purpose (2006)

User ExperiencePleasure, fun, emotion, desire, hedonic attributes(2002+)

Game UXPlayability heuristics, metrics,models of game experience(2002+)

“Ludic design”Curiosity, exploration, reflection, openness(2002+)

PlayfulnessConditions, elements,experiences, inspiration(2005+)

CSCWMotivating collaboration,recommender/reputation(2005+)

Persuasive Tech.Persuasive games, persuasive patterns(2006+)

Today

• Introduction

• Pre-history of “gamification” in HCI

• Current topics in HCI

• Defining “gamification”

• Debate!

20

You are here

Diversity of applicationsLife as a series of quests

Gerling, K. and Masuch, M.: Exploring the Potentialof Gamification Among Frail Elderly Persons (2011)

Choe, S. P., Jang, H. and Song, J. Roleplaying gamification to encourage social interactions at parties (2011).

Cheng, L., Shami, S., Dugan, C., Muller, M., DiMicco, J., Patterson, J., Rohall, S., Sempere, A. and Geyer, W. Finding Moments of Play at Work (2011).

Diversity of applicationsChallenges of workingwith real data

Diakopoulos, N. Design Challenges in Playable Data (2011)

Müller, F., Peer, F., Agamanolis, S., and Sheridan, J. Gamification and Exertion (2011)

Cramer, H., Ahmet, Z., Rost, M. and Holmquist, L. E.: Gamification and location-sharing: some emerging social conflicts (2011)

Diversity of applicationsGamification of services Nikkila, S., Linn, S., Sundaram, H. and Kelliher, A. Playing in

Taskville: Designing a Social Game for the Workplace (2011)

Huotari, K. and Hamari, J. “Gamification” from the perspective of service marketing (2011)

Nikkila, S., Linn, S., Sundaram, H. and Kelliher, A. Playing in Taskville: Designing a Social Game for the Workplace (2011)

Narasimhan, N., Chiricescu, S. and Vasudevan, V. The Gamification of Television: is there life beyond badges? (2011)

Laschke, M. and Hassenzahl, M.: Being a "mayor" or a "patron"? The difference between owning badges and telling stories (2011)

Diversity of applicationsEco behaviours

Reeves, B., Cummings, J. J. and Anderson, D. Leveraging the engagement of games to change energy behavior (2011)

Inbar, O., Tractinsky, N., Tsimhoni, O. and Seder, T.: Driving the Scoreboard: Motivating Eco-Driving Through In-Car Gaming (2011).

Brewer, R. S., Lee, G. E., Xu, Y., Desiato, C., Katchuk, M. and Johnson, P. M. Lights Off. Game On. The Kukui Cup: A Dorm Energy Competition (2011).

Diversity of applicationsGame design and game studies as a design lens

Hoonhout, J. and Meerbeek, B.: Brainstorm triggers: game characteristics as input in ideation (2011)

Dixon, D. Player Types and Gamification (2011)

Choe, S. P., Jang, H. and Song, J. Roleplaying gamification to encourage social interactions at parties (2011).

Making sense ofgamificationAchievement and badges

Cramer, H., Ahmet, Z., Rost, M. and Holmquist, L. E.: Gamification and location-sharing: some emerging social conflicts (2011)

Antin, J. and Churchill, E. Badges in Social Media: A Social Psychological Perspective (2011)

Making sense ofgamificationTheories and frameworks

Huotari, K. and Hamari, J. “Gamification” from the perspective of service marketing (2011)

Dimension 1: Presence and Dimension 2: Readiness.The division between discursive and practical consciousness can be mirrored in the interface of the medium by the distinction between presence-at-hand and readiness-to-hand.

Dimension 3: Adversity.The degree to which its material aspects make the game more or less difficult to the players to win.

Cheung, G. Consciousness in Gameplay (2011)

Making sense ofgamificationIn relation to other theory

Hoonhout, J. and Meerbeek, B.: Brainstorm triggers: game characteristics as input in ideation (2011)

Lee, H.-J. What could media art learn from recent experimental games? (2011)

Antin, J. and Churchill, E. Badges in Social Media: A Social Psychological Perspective (2011)

Khaled, R. It’s Not Just Whether You Win or Lose: Thoughts on Gamification and Culture (2011)

Deterding, S. Situated motivational affordances of game elements: A conceptual model (2011)Making sense ofgamificationPsychology as a lens

Discussion topics

Ethics

responsibilities of users,

regulators, designers

need for transparency

and informed consent

privacy and data use

coercion and social pressure

targeting

vulnerable

audiences

Discussion topics

User groups

socio-economic status/access gaming literacy

cultural groups

player types

work place rolesage

gender

dependency levels

aesthetic tastes

Discussion topics

Design

user roles

motivations

feedback“best practice”

challenges and

constraints of working

with given tasks, data

balance between user

and designer control

Discussion topics

Cheating, gaming the system, and emergent

player behaviour

universal

socially defined

morally defined: whose

ends are being furthered

by the cheat?

potential real-world

negative effects

conflict of in-game/out-

of-game goals (getting

points/getting fit)

Today

• Introduction

• Pre-history of “gamification” in HCI

• Current topics in HCI

• Defining “gamification”

• Debate!

34

You are here

A definition

35

Gamification

- The use of game design

elements in non-game contexts

A definition

36

Gamification

- The use of game design

elements in non-game contexts

Games not play

37

Game

Play

38

Gamefulness

Bringing it all together

40

Whole Parts

Game

Play

Gameful Designor

Gamification(Serious) Games

Playful DesignToysand

Playthings

Using different elements of design

41

Game design methods Playtesting, playcentric design, value conscious game design

Game models MDA, Game design atoms, CEGE

Game design principles and heuristics

Enduring play, clear goals, variety of play styles

Game design patterns and mechanics Levels, time constraints, limited resources

Game interface patterns Badge, leaderboard, timer

Non-game contexts

42

Contextualising gamification

43

the definition again

44

Gamification

Gameful Design

- The use of game design

elements in non-game contexts

Today

• Introduction

• Pre-history of “gamification” in HCI

• Current topics in HCI

• Defining “gamification”

• Debate!

45

You are here

Debate!

3 focal questions: 3 min/respondent, 15 min open debate• What is new and valuable in the HCI perspective? What is

missing?

• How have these phenomena appeared and been approached

in past game studies?

• What do these phenomena hold for game studies? Why and

how should we study them?

46

Thank youSebastian Deterdings.deterding@hans-bredow-institut.de

Rilla Khaledrikh@itu.dk

Dan Dixondan@digitaldust.org