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
Short summary of the presentation:
Gamification &
motivational design
Research-based perspectives
January 14-15, 2015
University of Foggia
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
Agenda for making sense of gamification & motivational design
● Conceptualizing gamification
● Examples of Gamification
● “Game mechanics” / Motivational affordances
● Psychological effects
● Outcomes / contexts
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
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…?
Factors affecting technology use
- Rational, instrumental values
- Hedonic values
- Technology adoption of different techs
Motivation
- Intrinsic motivations vs. extrinsic motivations (Deci & Ryan, 1985)
- Positive psychology (e.g. Seligman & Csikszentmihalyi, 2000)
Gamification
- Drawing together the perspectives:
- Useful technologies
- Entertainment technologies
- Motivational factors
The concept of gamification
Gamification
- Definitions by Huotari & Hamari (2012), Deterding et al. (2011)
- Examples of gamification
- A look at different gamification services: - Nike+, Fitocracy, Recyclebank, Mindbloom etc.
Examining gamification
- Gamification framework:
- Affordances: - achievements, avatars, rewards, narratives, points, social features etc.
- Psychological outcomes: - flow, social comparison, competence, etc.
- Behavioral outcomes
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.
Paper available at:
http://dx.doi.org/10.1109/HICSS.2014.377
Workshop:Designing gamification &
gamification research
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!