|
Preface |
6 |
|
|
Acknowledgements |
8 |
|
|
Book Overview |
10 |
|
|
Contents |
20 |
|
|
About the Editors |
24 |
|
|
About the Authors |
26 |
|
|
Chapter 1: A RECIPE for Meaningful Gamification |
56 |
|
|
1.1 Introduction |
56 |
|
|
1.2 Situations for Reward-Based Gamification |
57 |
|
|
1.2.1 Long-Term Change |
58 |
|
|
1.3 Building Intrinsic Motivation |
59 |
|
|
1.4 Meaningful Gamification |
59 |
|
|
1.4.1 The RECIPE for Meaningful Gamification |
60 |
|
|
1.4.1.1 Play |
60 |
|
|
1.4.1.2 Exposition |
62 |
|
|
1.4.1.3 Choice |
64 |
|
|
1.4.1.4 Information |
65 |
|
|
1.4.1.5 Engagement |
67 |
|
|
1.4.1.6 Reflection |
70 |
|
|
1.4.2 Following the RECIPE for Meaningful Gamification |
72 |
|
|
1.4.2.1 Using Reward-Based Gamification with Meaningful Gamification |
73 |
|
|
1.5 Conclusion |
73 |
|
|
References |
74 |
|
|
Chapter 2: Studying Gamification: The Effect of Rewards and Incentives on Motivation |
76 |
|
|
2.1 Introduction |
76 |
|
|
2.2 Gamification and Serious Games |
77 |
|
|
2.3 The Proposed Model of Motivation in Games |
79 |
|
|
2.4 Needs-Based Theories |
80 |
|
|
2.4.1 Hierarchies of Needs |
80 |
|
|
2.4.2 Need Achievement Theory |
80 |
|
|
2.4.3 Goal Setting Theory |
82 |
|
|
2.4.4 Self-Efficacy |
82 |
|
|
2.5 Social-Based Theories |
83 |
|
|
2.5.1 The Social Comparison Theory |
84 |
|
|
2.5.2 Personal Investment Theory (PIT) |
84 |
|
|
2.6 Rewards-Based Theories |
85 |
|
|
2.6.1 Expectancy Value Theory (EVT) |
85 |
|
|
2.6.2 Skinner’s Principle of Partial Reinforcement |
86 |
|
|
2.7 Self-Determination Theory |
87 |
|
|
2.8 The Theoretical Base of Game Incentives and Rewards |
88 |
|
|
2.9 Mapping Game Elements |
91 |
|
|
2.10 Conclusions and Future Work |
91 |
|
|
Appendix |
93 |
|
|
References |
96 |
|
|
Chapter 3: A Conceptual Framework for Gamification Measurement |
102 |
|
|
3.1 Introduction |
102 |
|
|
3.2 What is Gamification |
104 |
|
|
3.3 Traditional Measures of Learning |
105 |
|
|
3.4 Kirkpatrick’s Four Levels |
106 |
|
|
3.5 Kolbs’ Experiential Theory |
107 |
|
|
3.6 Sweller’s Theory of Cognitive Load |
108 |
|
|
3.7 Towards a Unified Framework for Gamification Measurement |
110 |
|
|
3.8 Play Assessment Diagnostics |
110 |
|
|
3.9 A Gamification Scorecard |
112 |
|
|
3.10 Pre and Post Knowledge and Skills Assessment |
114 |
|
|
3.11 Gamification Performance Assessment Review (GPAR) |
116 |
|
|
3.12 Framework Application Process Methodology |
117 |
|
|
3.13 Conclusion and Final Thoughts |
119 |
|
|
References |
120 |
|
|
Chapter 4: Implementing Game Design in Gamification |
122 |
|
|
4.1 Gamification Miss the Game |
122 |
|
|
4.2 Gamification is not a Web-based Strategy |
123 |
|
|
4.3 Gamification Differs from Serious and Training Game |
123 |
|
|
4.4 Direct and Indirect Gamification |
124 |
|
|
4.5 Caillois’ Theory and the Drivers of Engagement |
124 |
|
|
4.6 Custom Engagement |
125 |
|
|
4.7 Mixed-up Experiences |
126 |
|
|
4.8 Paidia Against Ludus |
126 |
|
|
4.9 Field Applications |
127 |
|
|
4.10 Actual Gamification in Caillois’ Framework |
127 |
|
|
4.11 Alternative Frameworks |
127 |
|
|
4.12 8 Kinds of Fun |
128 |
|
|
4.13 4 Keys for fun |
128 |
|
|
4.14 Color Theory |
129 |
|
|
4.15 Usefulness of a Game Design Theory |
130 |
|
|
4.16 Self-Assessment Test |
131 |
|
|
4.16.1 Table Result |
131 |
|
|
4.16.2 Self Assessment Test |
132 |
|
|
4.16.2.1 Gaming Approach and Objectives |
132 |
|
|
Bibliography |
133 |
|
|
Ludography |
134 |
|
|
Chapter 5: Applied Behavioral Economics: A Game Designer’s Perspective |
135 |
|
|
5.1 Introduction: A Game Designer’s Perspective |
135 |
|
|
5.1.1 A Different Set of Goals |
135 |
|
|
5.1.2 An Entertainment Focus |
136 |
|
|
5.2 Gamification |
137 |
|
|
5.2.1 The Gamification of Games |
137 |
|
|
5.2.1.1 Aren’t They Games Already? |
137 |
|
|
Formalization |
137 |
|
|
Optimization |
138 |
|
|
5.2.1.2 Games as a Lens |
139 |
|
|
Transparency |
139 |
|
|
Observing “Unfiltered” Behavior |
139 |
|
|
5.2.2 Bringing These Lessons into Non-Game Environments |
140 |
|
|
5.2.2.1 The Customer as a Player |
140 |
|
|
5.2.2.2 The Risk of the Gamified Workplace |
141 |
|
|
5.3 Relevant Concepts from Behavioral Economics |
141 |
|
|
5.3.1 Relevance |
142 |
|
|
5.3.2 Categorization |
143 |
|
|
5.3.3 Concepts, Mechanics, Non-Game Uses, and Common Errors |
143 |
|
|
5.3.3.1 Encouraging Engagement |
143 |
|
|
Loss Aversion |
143 |
|
|
In-Game Use |
144 |
|
|
Non-Game Use |
144 |
|
|
Common Errors |
144 |
|
|
Maintaining Intrinsic Focus |
144 |
|
|
In-Game Use |
145 |
|
|
Non-Game Use |
145 |
|
|
Common Errors |
146 |
|
|
Pseudocertainty |
146 |
|
|
In-Game Use |
146 |
|
|
Non-Game Use |
147 |
|
|
Common Errors |
147 |
|
|
5.3.3.2 Guiding Action |
147 |
|
|
The Paradox of Choice |
147 |
|
|
In-Game Use |
147 |
|
|
Non-Game Use |
148 |
|
|
Common Errors |
148 |
|
|
Scarcity/Urgency |
148 |
|
|
In-Game Use |
148 |
|
|
Non-Game Use |
149 |
|
|
Common Errors |
149 |
|
|
Variable Reinforcement Schedules |
150 |
|
|
In-Game Use |
150 |
|
|
Non-Game Use |
150 |
|
|
Common Errors |
150 |
|
|
5.3.3.3 Identity Investment |
151 |
|
|
Commitment |
151 |
|
|
In-Game Use |
151 |
|
|
Non-Game Use |
152 |
|
|
Common Errors |
152 |
|
|
IKEA Effect |
152 |
|
|
In-Game Use |
153 |
|
|
Non-Game Use |
153 |
|
|
Common Errors |
154 |
|
|
Sunk Costs |
154 |
|
|
In-Game Use |
154 |
|
|
Non-Game Use |
155 |
|
|
Common Errors |
155 |
|
|
5.4 Common Pitfalls |
155 |
|
|
5.4.1 Implementation Errors |
155 |
|
|
5.4.2 Design Errors |
156 |
|
|
5.4.3 Assumption of Universal Applicability |
156 |
|
|
5.5 Conclusion |
157 |
|
|
5.5.1 Implications |
157 |
|
|
5.5.2 Future Work |
157 |
|
|
References |
158 |
|
|
Chapter 6: Towards Leveraging Behavioral Economics in Mobile Application Design |
159 |
|
|
6.1 Introduction |
159 |
|
|
6.1.1 Observations of Irrationality in Everyday HCI |
160 |
|
|
6.1.1.1 Notifications |
160 |
|
|
6.1.1.2 Progress Bars |
160 |
|
|
6.1.1.3 App Return Policy |
161 |
|
|
6.1.1.4 Computer Help |
161 |
|
|
6.1.2 Chapter Overview |
161 |
|
|
6.1.3 Contribution |
161 |
|
|
6.2 Literature Review |
162 |
|
|
6.2.1 Persuasive Computing |
162 |
|
|
6.2.2 Gamification in Mobile Applications |
164 |
|
|
6.2.2.1 Training and Exploration |
164 |
|
|
6.2.2.2 Self Shaping |
165 |
|
|
6.2.2.3 Research |
165 |
|
|
6.2.2.4 Education |
166 |
|
|
6.2.2.5 Gamification in Business Practice |
166 |
|
|
6.2.3 Behavioral Economics and Psychological Computing |
166 |
|
|
6.2.3.1 Personal Finances |
168 |
|
|
6.2.3.2 Behavioral Economics Apps |
168 |
|
|
6.2.3.3 Context Changes in Mobile Scenarios |
169 |
|
|
6.3 Behavioral Economics in Mobile Experience Design |
169 |
|
|
6.3.1 Mental Accounting |
169 |
|
|
6.3.1.1 House Money |
170 |
|
|
6.3.1.2 Sunk Costs |
170 |
|
|
6.3.1.3 Payment Decoupling |
171 |
|
|
6.3.2 Loss Aversion as Gamification Factor |
171 |
|
|
6.3.3 The “IKEA-Effect” in Gamification |
172 |
|
|
6.3.4 Framing Effects |
172 |
|
|
6.3.4.1 Anchoring |
173 |
|
|
6.3.4.2 Asymmetric Choice in Settings-Menus |
173 |
|
|
6.4 Implementation of Selected Concepts for a Case Study |
174 |
|
|
6.4.1 General Functionality |
174 |
|
|
6.4.2 Mental Accounting and Self Control |
174 |
|
|
6.4.3 Loss Aversion |
175 |
|
|
6.4.4 Anchoring |
175 |
|
|
6.5 Evaluation of the MoneySaver Prototype |
176 |
|
|
6.5.1 Methodology |
177 |
|
|
6.5.1.1 Tasks |
177 |
|
|
6.5.1.2 Participants |
178 |
|
|
6.5.2 Results |
179 |
|
|
6.5.3 Discussion |
180 |
|
|
6.5.3.1 More Gamification Elements |
181 |
|
|
6.5.3.2 Anchors |
181 |
|
|
6.5.3.3 Loss aversion |
182 |
|
|
6.6 Summary and Conclusion |
182 |
|
|
References |
183 |
|
|
Chapter 7: A Parallel Universe: Psychological Science in the Language of Game Design |
186 |
|
|
7.1 Introduction |
186 |
|
|
7.2 A Short History of Games in Psychology |
187 |
|
|
7.3 Outside the Black Box: Behaviorism |
188 |
|
|
7.3.1 Token Economies |
188 |
|
|
7.3.2 Rules About Points |
190 |
|
|
7.3.3 Creating Persistence |
190 |
|
|
7.4 Inside the Black Box: Cognitive Science |
192 |
|
|
7.4.1 Maintaining Motivation in the Flow Zone |
192 |
|
|
7.4.2 Personality Types Among Gamers |
193 |
|
|
7.4.3 Games and the Science of the Self |
195 |
|
|
7.5 Warnings |
196 |
|
|
7.5.1 Video Game Addiction |
197 |
|
|
7.5.2 Undermining Intrinsic Motivation |
197 |
|
|
7.5.3 Believing Psychological Myths |
198 |
|
|
7.6 Summary and Future Directions |
199 |
|
|
References |
200 |
|
|
Chapter 8: Context to Culture for Gamification HCI Requirements: Familiarity and Enculturement |
203 |
|
|
8.1 Introduction |
203 |
|
|
8.2 A History of Affordance |
205 |
|
|
8.2.1 Confusion Between Culture and Context |
208 |
|
|
8.2.2 The Culture to Context Continuum |
210 |
|
|
8.3 Crush the Castle and Angry Birds |
211 |
|
|
8.4 Discussion and Conclusion |
213 |
|
|
References |
214 |
|
|
Chapter 9: Psychological Theory and the Gamification of Learning |
216 |
|
|
9.1 Introduction |
216 |
|
|
9.2 Theoretical Review |
217 |
|
|
9.2.1 Theory of Gamified Instructional Design |
217 |
|
|
9.2.2 Theories of Learning via Conditioning |
219 |
|
|
9.2.3 Expectancy Theories |
223 |
|
|
9.2.4 Goal-Setting Theory |
225 |
|
|
9.2.5 Self-Determination Theory |
229 |
|
|
9.3 Summary and Recommendations for Researchers and Practitioners |
233 |
|
|
References |
234 |
|
|
Chapter 10: A History and Frameworks of Digital Badges in Education |
238 |
|
|
10.1 Introduction |
238 |
|
|
10.2 History and Context |
240 |
|
|
10.3 Value for Education |
242 |
|
|
10.4 Frameworks for Educational Use |
244 |
|
|
10.5 Models of Educational Use |
246 |
|
|
10.6 Current Use of Digital Badges in Education |
247 |
|
|
10.7 Summary |
249 |
|
|
References |
250 |
|
|
Chapter 12: A Gamification-Based Framework for Developing Learning Activities of Computational Thinking |
269 |
|
|
12.1 Introduction |
269 |
|
|
12.2 Background |
271 |
|
|
12.2.1 Gamification |
271 |
|
|
12.2.2 Learning Theories |
273 |
|
|
12.2.3 Computational Thinking |
273 |
|
|
12.3 Developing Learning Activities |
274 |
|
|
12.4 The Proposed Framework |
277 |
|
|
12.4.1 The Pillars of the Constructivist Learning Theory |
278 |
|
|
12.4.2 Gamification Elements |
279 |
|
|
12.4.2.1 Elements of Behavior Category |
279 |
|
|
12.4.2.2 Elements of Progression Category |
282 |
|
|
12.4.2.3 Elements of Feedback Category |
282 |
|
|
12.4.3 Teacher’s Guideline of Gamification Elements |
283 |
|
|
12.4.4 Computational Thinking Skills |
284 |
|
|
12.4.5 Dispositions and Behaviors of Computational Thinking |
285 |
|
|
12.4.6 Computational Thinking Vocabulary |
285 |
|
|
12.5 Use of Proposed Framework |
286 |
|
|
12.6 Application Scenarios |
287 |
|
|
12.6.1 First Scenario |
287 |
|
|
12.6.2 Second Scenario |
292 |
|
|
12.6.3 Third Scenario |
295 |
|
|
12.6.3.1 Activity 1 |
296 |
|
|
12.6.3.2 Activity 2 |
297 |
|
|
12.7 Conclusions and Future Work |
299 |
|
|
References |
301 |
|
|
Chapter 13: Educational Gamified Science Simulations |
303 |
|
|
13.1 Introduction and Motivation |
303 |
|
|
13.2 Background |
304 |
|
|
13.2.1 Educational Simulations in Science Education |
304 |
|
|
13.2.2 Motivation and Learning |
305 |
|
|
13.2.3 Games and Gamification in Education |
306 |
|
|
13.2.3.1 Designing Instructional Environments with Game Elements |
308 |
|
|
13.2.4 Game Design and Gamification Strategies |
309 |
|
|
13.2.4.1 Game Design Elements |
309 |
|
|
13.2.4.2 Gamification Strategies |
309 |
|
|
13.2.4.3 Game Mechanics in more Detail |
310 |
|
|
13.3 Gamification of Simulations and Simulation Games |
311 |
|
|
13.3.1 Towards a Definition |
311 |
|
|
13.3.2 Educational Simulation Games |
313 |
|
|
13.3.2.1 Analyzing Successful Examples |
313 |
|
|
13.3.2.2 Educational Simulation Game Design |
314 |
|
|
13.3.3 Educational Gamified Simulations |
314 |
|
|
13.3.3.1 Analyzing Successful Examples |
314 |
|
|
13.3.3.2 Educational Gamified Simulation Design |
315 |
|
|
13.3.4 Analyzing Design Characteristics of Gamified Simulations |
315 |
|
|
13.4 Design Principles for Educational Gamified Simulations |
316 |
|
|
13.4.1 Design Elements |
316 |
|
|
13.4.2 Design Process |
317 |
|
|
13.4.3 Gamification Strategies |
318 |
|
|
13.4.3.1 Integrate Game Elements into the Existing Simulation |
319 |
|
|
13.4.3.2 Build a Gamification Framework Around the Existing Simulation |
319 |
|
|
13.5 Case Study: Gamified TEALsim |
320 |
|
|
13.5.1 Integrate Game Elements into the Existing Simulation |
320 |
|
|
13.5.2 Build a gamification framework around the existing simulation |
322 |
|
|
13.6 Conclusions |
323 |
|
|
References |
323 |
|
|
Chapter 14: From Market Place to Collusion Detection: Case Studies of Gamification in Education |
326 |
|
|
14.1 Introduction |
326 |
|
|
14.2 Case Studies |
328 |
|
|
14.2.1 Case Study One: Peer Tutoring (The Price of Helps) |
328 |
|
|
14.2.1.1 Discussion |
330 |
|
|
14.2.2 Case Study Two: Pairwise Competition on Programming Tasks |
331 |
|
|
14.2.3 Case Study Three: Fair Grouping Issue |
333 |
|
|
14.2.4 Case Study Four: Simulated Market (An Outsourcing Game) |
334 |
|
|
14.2.5 Case Study Five: Preventing Cheating (Sharing Answers) During Exams |
335 |
|
|
14.3 Discussions |
336 |
|
|
14.4 Concluding Remarks and Future Studies |
337 |
|
|
References |
338 |
|
|
Chapter 15: Physical Skills and Digital Gaming: The Relationship between Basketball and an Augmented Reality Adaption |
340 |
|
|
15.1 Introduction |
340 |
|
|
15.2 Transferability between real and digital worlds |
341 |
|
|
15.3 Transfer effects, transfer layers and forms of transfer |
343 |
|
|
15.4 Theories of schemes as explanatory models for (sport motoric) transfers |
345 |
|
|
15.5 Transfer and transformation |
347 |
|
|
15.6 Intermondial transfer by the example of basketball |
349 |
|
|
15.6.1 Experimental Setup |
353 |
|
|
15.6.2 Results |
354 |
|
|
15.7 Summary and Outlook |
358 |
|
|
References |
359 |
|
|
Additional Reading Section |
362 |
|
|
Chapter 16: Storytelling to Immersive Learners in an Authentic Virtual Training Environment |
363 |
|
|
16.1 Introduction |
363 |
|
|
16.2 Realism and Authenticity |
365 |
|
|
16.2.1 Realism Through Technology |
366 |
|
|
16.2.2 Authentic Assessment in nDiVE |
366 |
|
|
16.3 Integration of Gamification Mechanics |
367 |
|
|
16.3.1 Ghost Images and Rewind |
368 |
|
|
16.3.2 Time and Space Controls |
368 |
|
|
16.3.3 Save Points and Multiple Lives |
369 |
|
|
16.4 An Interactive Story |
369 |
|
|
16.4.1 Nonlinear Narratives in Unrestricted Learning Spaces |
369 |
|
|
16.4.2 The Gamified Nudge |
370 |
|
|
16.5 Future Developments in nDiVE |
373 |
|
|
16.6 Conclusions |
375 |
|
|
References |
375 |
|
|
Chapter 17: Shaping Behaviours Through Space and Place in Gamified Virtual Learning Environments |
378 |
|
|
17.1 Introduction |
378 |
|
|
17.2 Literature Review |
379 |
|
|
17.2.1 Gamification |
379 |
|
|
17.2.2 Structure of Collaborative Virtual Space |
380 |
|
|
17.2.3 Policy |
380 |
|
|
17.3 Case Study |
381 |
|
|
17.3.1 The Critical Incident |
382 |
|
|
17.3.2 Data Sources |
383 |
|
|
17.3.3 The Drunken Avatar Encounter |
383 |
|
|
17.3.3.1 Timeline |
383 |
|
|
17.3.4 Perceptions and Reality |
384 |
|
|
17.4 Gamification Elements in the 2D and 3D Collaborative Virtual Environments |
385 |
|
|
17.4.1 Reflections on the Incident |
385 |
|
|
17.5 Reconceptualising Virtual Environments |
389 |
|
|
17.5.1 Creating a Team Place |
389 |
|
|
17.5.2 Behaviour-Mapping Model for Space and Place Incorporating Aspects of Policies and Gamification |
391 |
|
|
17.5.2.1 The Individual Place |
391 |
|
|
17.5.2.2 The Sphere of Space |
392 |
|
|
17.5.2.3 The Sphere of Place |
392 |
|
|
17.5.2.4 The Policy Dimension |
393 |
|
|
Orientation Policy |
393 |
|
|
Location Specific Policy |
393 |
|
|
More Considerations Supporting Adherence to Policy |
395 |
|
|
Further Mediating Roles |
395 |
|
|
Technical Support for Compensating Policy Dimension |
395 |
|
|
17.5.2.5 The Gamification Dimension |
396 |
|
|
A Meaningful Gamification Design |
396 |
|
|
The Dark Side of Gamification |
398 |
|
|
17.6 Conclusion |
398 |
|
|
References |
399 |
|
|
Chapter 18: The Development and Assessment of a Team-Based Management Game |
402 |
|
|
18.1 Introduction |
402 |
|
|
18.2 Learning Theory and Experiential Learning Models |
404 |
|
|
18.3 Preliminary Surveys of Games of the TBMR Genre |
407 |
|
|
18.3.1 Hypermarket Game |
407 |
|
|
18.3.2 Software Stores Control |
407 |
|
|
18.3.3 Xing Game |
408 |
|
|
18.4 The SGIBS Game Design and Development Process |
408 |
|
|
18.4.1 Feedback |
411 |
|
|
18.5 The SGIBS Game: Characteristics and Features |
412 |
|
|
18.6 The Game Development Process |
413 |
|
|
18.6.1 The Decision Input Mechanism |
413 |
|
|
18.6.2 Progression Through the Game Session: A Snapshot |
416 |
|
|
18.6.3 Decision Tracking Features |
419 |
|
|
18.7 The SGIBS Game Assessment Trials |
422 |
|
|
18.7.1 Results of Test Measurements and Perception Surveys |
422 |
|
|
18.7.2 Survey of Students’ Perception of Game Value |
423 |
|
|
18.7.3 Synthesis of Game Design with Reference to Suggested Models and Frameworks |
425 |
|
|
18.7.3.1 de Freitas et al. (2009) 4-D Framework |
425 |
|
|
18.7.3.2 The Keller (1984) Four Step ARCS Model |
426 |
|
|
18.7.3.3 The Four Types of Participants Suggested by Schwan (2006) |
427 |
|
|
18.8 Conclusions |
427 |
|
|
18.9 Future Developments |
428 |
|
|
References |
429 |
|
|
Chapter 19: Gamification in Virtual Worlds for Learning: A Case Study of PIERSiM for Business Education |
431 |
|
|
19.1 Introduction |
431 |
|
|
19.2 Gamification |
432 |
|
|
19.3 Gamification of Education |
433 |
|
|
19.4 Virtual Worlds and Gaming |
435 |
|
|
19.5 A Case Study: PierSim |
435 |
|
|
19.5.1 Why PierSim? What’s Wrong With Business Education? |
435 |
|
|
19.5.2 What is PierSim |
437 |
|
|
19.5.3 Sample |
440 |
|
|
19.6 Results |
440 |
|
|
19.6.1 Descriptive Statistics |
441 |
|
|
19.7 Teach About Business |
441 |
|
|
19.8 Interpretation |
443 |
|
|
19.9 Conclusion |
444 |
|
|
19.10 Appendix: Questionnaire |
445 |
|
|
References |
446 |
|
|
Chapter 20: Theoretical Considerations for Game-Based e-Learning Analytics |
448 |
|
|
20.1 Introduction |
448 |
|
|
20.2 Big Data and Complexity Science |
449 |
|
|
20.3 Data from Game-Based and Gamified e-Learning |
452 |
|
|
20.4 Atomistic Data Challenges |
453 |
|
|
20.5 Holistic Data Challenges |
456 |
|
|
20.6 Summary |
459 |
|
|
References |
460 |
|
|
Chapter 21: Critical Perspective on Gamification in Education |
462 |
|
|
21.1 Introduction |
462 |
|
|
21.2 Basics of Learning |
463 |
|
|
21.3 Technology |
463 |
|
|
21.4 Educational Change and Technology |
464 |
|
|
21.5 Gaming |
465 |
|
|
21.6 Scholarship of Teaching and Learning |
467 |
|
|
21.7 Conclusion and Future Directions |
470 |
|
|
References |
472 |
|
|
Chapter 22: Implementing Gamification: Requirements and Gamification Platforms |
476 |
|
|
22.1 Introduction |
476 |
|
|
22.2 The Gamification Process |
477 |
|
|
22.2.1 Business Modeling |
478 |
|
|
22.2.2 Requirements |
479 |
|
|
22.2.3 Design |
479 |
|
|
22.2.4 Provisioning |
480 |
|
|
22.2.5 Implementation |
481 |
|
|
22.2.6 Test |
481 |
|
|
22.2.7 Deployment |
481 |
|
|
22.2.8 Monitoring |
481 |
|
|
22.3 Requirements |
482 |
|
|
22.3.1 General Gamification Requirements |
482 |
|
|
22.3.1.1 Basic Concepts (L1) |
482 |
|
|
22.3.1.2 Gamification Rules (L2) |
483 |
|
|
22.3.2 Functional Requirements |
485 |
|
|
22.3.3 Non-Functional Requirements |
486 |
|
|
22.4 Gamification Solutions |
486 |
|
|
22.4.1 Achievement Systems |
487 |
|
|
22.4.2 Integrated Solutions |
488 |
|
|
22.4.3 Generic Gamification Platforms |
489 |
|
|
22.4.4 Others |
491 |
|
|
22.5 Requirements Mapping |
491 |
|
|
22.6 Application |
493 |
|
|
22.7 Summary |
494 |
|
|
References |
494 |
|
|
Chapter 23: Workplace Psychology and Gamification: Theory and Application |
496 |
|
|
23.1 Theory and Definitions |
496 |
|
|
23.1.1 Engagement in the Workplace |
497 |
|
|
23.1.1.1 The Job Demand-Resource Model |
498 |
|
|
23.1.1.2 Psychological Capital and Positive Emotions |
501 |
|
|
23.1.2 Engagement in Games |
501 |
|
|
23.1.2.1 Mastery |
502 |
|
|
23.1.2.2 Positive Emotions and Personal Resources |
502 |
|
|
23.1.2.3 Social Components |
502 |
|
|
23.1.2.4 Purpose |
503 |
|
|
23.2 Research Model |
503 |
|
|
23.3 Application |
506 |
|
|
23.3.1 Use Case |
506 |
|
|
23.3.2 Evaluation Results |
508 |
|
|
23.4 Summary and Outlook |
510 |
|
|
23.5 Appendix 1: Model Estimations |
511 |
|
|
23.6 Appendix 2: Questionnaire Items |
512 |
|
|
References |
513 |
|
|
Chapter 24: The Gamification as a Resourceful Tool to Improve Work Performance |
517 |
|
|
24.1 Introduction |
517 |
|
|
24.2 How Gamification Works |
519 |
|
|
24.3 Gamification’s Technical Limitations |
520 |
|
|
24.4 Gamification’s Solution to Business and Technical Problems |
521 |
|
|
24.4.1 Marketing |
521 |
|
|
24.4.2 Community |
522 |
|
|
24.4.3 Sales |
523 |
|
|
24.4.4 Support |
523 |
|
|
24.4.5 Product |
524 |
|
|
24.4.6 HR/Learning |
524 |
|
|
24.5 The Limitations of Gamification: Problems, Implications, and Managerial Caveats |
525 |
|
|
24.6 Assessment of Gamification’s Success |
526 |
|
|
24.7 Conclusion |
527 |
|
|
References |
529 |
|
|
Chapter 25: Gamification in the Enterprise: Differences from Consumer Market, Implications, and a Method to Manage Them |
533 |
|
|
25.1 Introduction |
533 |
|
|
25.1.1 The Notion of Games |
534 |
|
|
25.1.2 Game Mechanics |
536 |
|
|
25.1.3 Levels of Gamification |
536 |
|
|
25.1.4 Areas of Application in Consumer and Enterprise Markets |
537 |
|
|
25.1.5 Why Gamification in the Enterprise is Different to Consumer-Focused Gamification? |
537 |
|
|
25.1.6 Next Sections |
538 |
|
|
25.2 Differentiating Gamification in the Consumer and Enterprise Market |
538 |
|
|
25.2.1 Discussion of the Differences |
541 |
|
|
25.2.1.1 Purpose of Gamification |
541 |
|
|
25.2.1.2 Reasons for Engagement |
541 |
|
|
25.2.1.3 Design of Gamified Environment |
541 |
|
|
25.2.1.4 Creative Freedom |
542 |
|
|
25.2.1.5 Factors of Motivation |
542 |
|
|
25.2.1.6 Impact of Failure |
542 |
|
|
25.2.1.7 Design of the Work |
542 |
|
|
25.2.1.8 Conflict of Interest |
543 |
|
|
25.3 Leveraging Theories and Research in Existing Areas for Gamification |
543 |
|
|
25.3.1 Motivation |
543 |
|
|
25.3.2 Persuasion |
545 |
|
|
25.3.3 Engagement |
546 |
|
|
25.4 A Framework for Gamification in the Enterprise |
547 |
|
|
25.4.1 Need for the Framework |
547 |
|
|
25.4.1.1 Set the Goals and Objectives |
547 |
|
|
25.4.1.2 Understand the Challenges in Attaining the Set Objectives |
549 |
|
|
25.4.1.3 Analyze the Factors for Motivation and Management of Challenges |
549 |
|
|
25.4.1.4 Designing Gamified System |
550 |
|
|
25.4.1.5 Measure and Improve |
551 |
|
|
25.4.1.6 Engagement Boosters |
551 |
|
|
25.5 Case Studies |
551 |
|
|
25.5.1 Sustainable Innovation Program |
551 |
|
|
25.5.2 Experiential Learning Program |
553 |
|
|
25.5.2.1 Learning |
553 |
|
|
25.6 Conclusion |
554 |
|
|
References |
554 |
|
|
Chapter 26: Designing Gamification to Guide Competitive and Cooperative Behavior in Teamwork |
556 |
|
|
26.1 Introduction |
556 |
|
|
26.2 Goals, Conflicts, and Behavior in Non-game Teamwork |
558 |
|
|
26.2.1 Goals and Task Design |
559 |
|
|
26.2.2 Conflict Management |
560 |
|
|
26.2.3 Compete or Cooperate |
560 |
|
|
26.3 Gamification and the Persuasive Game Design Model |
562 |
|
|
26.3.1 Gamification |
562 |
|
|
26.3.2 The Persuasive Game Design Model |
563 |
|
|
26.4 Game Design Elements: Rules and Goals |
564 |
|
|
26.5 A Framework for the Gamification of Teamwork Situations |
566 |
|
|
26.5.1 Game Goals |
568 |
|
|
26.5.2 Interaction Design |
568 |
|
|
26.5.3 User Characteristics and User Experience |
569 |
|
|
26.5.4 Applying the Framework |
570 |
|
|
26.6 Illustrative Design Cases |
571 |
|
|
26.6.1 Leadership game RANJ |
571 |
|
|
26.6.2 Red Team Game |
571 |
|
|
26.7 Future Research on Transfer Effects |
572 |
|
|
26.7.1 Direct Effects |
572 |
|
|
26.7.2 Transfer Effects |
573 |
|
|
26.8 Conclusion |
573 |
|
|
References |
574 |
|
|
Chapter 27: Gamification and Law |
577 |
|
|
27.1 General Information About This Chapter and Introduction |
577 |
|
|
27.2 Laws and Regulations, Selected Cases and Best Practices |
580 |
|
|
27.3 Civil Law: Contract Law (Terms of Service) |
580 |
|
|
27.3.1 Bragg vs. Linden Lab |
581 |
|
|
27.3.2 Peter Ludlow vs. Electronic Arts |
583 |
|
|
27.4 Civil Law: Liability and Measurability |
584 |
|
|
27.5 Copyright Law |
585 |
|
|
27.5.1 Betamax Case |
586 |
|
|
27.6 Unfair Competition and Consumer Protection Law |
589 |
|
|
27.6.1 Example: Picknplay |
590 |
|
|
27.7 Conclusion and Final Remarks |
591 |
|
|
References |
594 |
|
|
Chapter 28: How to Avoid the Dark Side of Gamification: Ten Business Scenarios and Their Unintended Consequences |
595 |
|
|
28.1 Introduction |
595 |
|
|
28.2 Recruitment |
596 |
|
|
28.2.1 Scenario One |
596 |
|
|
28.2.1.1 Potential Problems |
596 |
|
|
28.2.2 Scenario Two |
597 |
|
|
28.2.2.1 Potential Problems |
598 |
|
|
28.2.3 Scenario Three |
599 |
|
|
28.2.3.1 Potential Problems |
599 |
|
|
28.3 Onboarding |
600 |
|
|
28.3.1 Scenario Four |
600 |
|
|
28.3.1.1 Potential Problems |
600 |
|
|
28.3.2 Scenario Five |
601 |
|
|
28.3.2.1 Potential Problems |
602 |
|
|
28.4 Training |
602 |
|
|
28.4.1 Scenario Six |
602 |
|
|
28.4.1.1 Potential Problems |
603 |
|
|
28.4.2 Scenario Seven |
603 |
|
|
28.4.2.1 Potential Problems |
604 |
|
|
28.5 Performance |
604 |
|
|
28.5.1 Scenario Eight |
604 |
|
|
28.5.1.1 Potential Problems |
604 |
|
|
28.5.2 Scenario Nine |
605 |
|
|
28.5.2.1 Potential Problems |
605 |
|
|
28.5.3 Scenario Ten |
606 |
|
|
28.5.3.1 Potential Problems |
606 |
|
|
28.6 Conclusions |
607 |
|
|
References |
608 |
|
|
Chapter 29: Gamification of Survey Research: Empirical Results from Gamifying a Conjoint Experiment |
611 |
|
|
29.1 Introduction |
611 |
|
|
29.1.1 Background and Motivation |
611 |
|
|
29.1.2 Application of Gamification |
612 |
|
|
29.1.3 Gamification of Work |
613 |
|
|
29.1.4 Gamification of Surveys |
613 |
|
|
29.1.5 Respondent Engagement in Survey Research |
614 |
|
|
29.1.6 Conjoint Experiments |
615 |
|
|
29.2 Methodology |
616 |
|
|
29.2.1 Conjoint Experiment Design |
616 |
|
|
29.2.2 Measurement of Engagement |
616 |
|
|
29.2.3 Applicability of Gamification to Conjoint Analysis |
617 |
|
|
29.2.4 Experimental Design |
618 |
|
|
29.2.5 Effect of the Game Setting on Engagement |
619 |
|
|
29.2.6 Additional Motivating Factors |
620 |
|
|
29.3 Description of Game Versions |
620 |
|
|
29.3.1 Version 1.0: Simple Choice Sets |
620 |
|
|
29.3.2 Version 2.1: Salesperson: No Correct Answers |
621 |
|
|
29.3.3 Version 2.2: Salesperson: With Correct Answers |
621 |
|
|
29.3.4 Version 3: Monsters: With Correct Answers |
621 |
|
|
29.4 Experimental Results |
623 |
|
|
29.4.1 The Research Setting |
623 |
|
|
29.4.2 Drop-Off Rate |
624 |
|
|
29.4.3 Time Taken |
624 |
|
|
29.4.4 Self-Reported Engagement |
625 |
|
|
29.4.5 Number of Choice Tasks Completed |
627 |
|
|
29.4.6 Minimum Efforts |
628 |
|
|
29.4.7 Reliability of Results |
628 |
|
|
29.5 Summary and Conclusions |
629 |
|
|
References |
631 |
|
|
Chapter 30: Project Knowledge Management While Simply Playing! Gaming Mechanics in Project Knowledge Management Systems |
634 |
|
|
30.1 Motivation or Why Gamification is Needed in Project Knowledge Management |
634 |
|
|
30.2 Research on Gamification |
636 |
|
|
30.2.1 Definition |
637 |
|
|
30.2.2 Realization of Gamification |
637 |
|
|
30.2.3 Design and Implementation |
639 |
|
|
30.2.4 Effects and Influencing Factors of Gamification |
640 |
|
|
30.3 Gamification in Project Knowledge Management |
642 |
|
|
30.3.1 Issues of Knowledge Management in Companies |
643 |
|
|
30.3.2 Design of a Project Knowledge Management System |
644 |
|
|
30.3.2.1 Requirements and Design of our Project KMS |
645 |
|
|
30.3.2.2 Design Choices from a Gamification Perspective |
647 |
|
|
30.4 Conclusion |
652 |
|
|
References |
652 |
|
|
Chapter 31: How Gamification Can Help Companies to Become More Sustainable: A Case Study on Ride Sharing |
656 |
|
|
31.1 Introduction |
656 |
|
|
31.2 Gamification Framework |
657 |
|
|
31.3 Applied Gamification: Gamifying Ride Sharing for Better Sustainability |
658 |
|
|
31.3.1 Define Business Objectives |
659 |
|
|
31.3.2 Delineate Target Behaviors |
661 |
|
|
31.3.3 Describe Your Players |
662 |
|
|
31.3.4 Devise Activity Cycles |
665 |
|
|
31.3.5 Don’t Forget About the Fun |
666 |
|
|
31.3.6 Deploy Appropriate Tools |
668 |
|
|
31.4 Creating the Narrative: The Personification of Anti-Objectives |
669 |
|
|
31.5 Building the Relationships: Getting Cooperation into Motion |
671 |
|
|
31.6 Making Progress: Green Feedback, Skill Unlocking, Gifting |
673 |
|
|
31.7 Selecting the Ride: Joyfully and Autonomously Picking the Driver |
674 |
|
|
31.8 Discussion |
674 |
|
|
31.9 Summary |
675 |
|
|
References |
676 |
|
|
Chapter 32: Gamification-supported Exploration and Practicing for Automotive User Interfaces and Vehicle Functions |
678 |
|
|
32.1 Introduction |
678 |
|
|
32.1.1 Motivation |
678 |
|
|
32.1.2 Contribution |
679 |
|
|
32.1.3 Chapter Overview |
680 |
|
|
32.2 Elements and Mechanics of Gamification |
680 |
|
|
32.3 Gamification in the Automotive Domain |
681 |
|
|
32.3.1 Gamified Automotive Applications outside Vehicles |
681 |
|
|
32.3.1.1 Automotive Marketing with Gamified Applications |
681 |
|
|
32.3.1.2 Gamified Speed Monitoring Applications |
682 |
|
|
32.3.2 Gamified Automotive Applications in Vehicles |
683 |
|
|
32.3.2.1 Navigation and Efficient Driving |
683 |
|
|
32.3.2.2 Safe Driving |
683 |
|
|
32.3.2.3 Eco-Driving |
684 |
|
|
32.4 Gamified Learning and Exploration |
685 |
|
|
32.4.1 Gamified Learning |
685 |
|
|
32.4.2 Gamified Tutorials, Training and Exploration |
685 |
|
|
32.5 Potential Limitations and Challenges of Gamification |
687 |
|
|
32.6 Gamification-Based Framework for Automotive User Interface Training |
688 |
|
|
32.6.1 Purpose of the Framework |
688 |
|
|
32.6.2 General Functionality |
688 |
|
|
32.6.3 Sample Scenarios for the Gamified Automotive Training Framework |
689 |
|
|
32.6.3.1 Interactive Tutorial for Car Buyers |
689 |
|
|
32.6.3.2 Guidance for Rental Car and Car Sharing Users |
691 |
|
|
32.7 Evaluation of the Offline Mode Prototype |
692 |
|
|
32.7.1 Evaluation Setting and Methodology |
692 |
|
|
32.7.1.1 Tasks |
692 |
|
|
32.7.1.2 Participants |
693 |
|
|
32.7.2 Results |
694 |
|
|
32.7.2.1 Results of Driving Experiment |
694 |
|
|
32.7.2.2 Results related to the Mobile Application |
696 |
|
|
32.7.3 Discussion |
696 |
|
|
32.7.3.1 Influence of Gamification on the Training Motivation (RQ1) |
696 |
|
|
32.7.3.2 Influence of Gamification on the Driving Performance (RQ2) |
696 |
|
|
32.7.3.3 Influence of Gamification on Recommendations (RQ3) |
697 |
|
|
32.7.3.4 Negative Aspects of Gamification (RQ4) |
697 |
|
|
32.8 Towards Guidelines for Gamification in the Automotive Domain |
698 |
|
|
32.9 Conclusion and Future Work |
699 |
|
|
References |
700 |
|
|
Chapter 33: Application of Game Thinking and Game Elements in New Joiner Induction and On-Boarding Process |
703 |
|
|
33.1 Preface |
703 |
|
|
33.2 The Game |
704 |
|
|
33.3 Induction and On-Boarding |
705 |
|
|
33.4 The Team |
706 |
|
|
33.5 Approach |
706 |
|
|
33.6 Business Need |
706 |
|
|
33.7 Design and Develop |
707 |
|
|
33.8 Pilot-Run |
709 |
|
|
33.9 Game Day |
710 |
|
|
33.10 Learning and Next Steps |
710 |
|
|
33.11 Participant Feedback |
711 |
|
|
Chapter 34: Gamification: The Measurement of Benefits |
712 |
|
|
34.1 Overview |
712 |
|
|
34.2 Measurement Construct |
712 |
|
|
34.3 Goal Setting |
713 |
|
|
34.4 Exercise |
713 |
|
|
34.5 Establishing KPIs |
714 |
|
|
34.6 KPIs by Business Environment |
714 |
|
|
34.7 Using the Right Data to Get the Metrics |
717 |
|
|
34.8 Data Considerations: Categorizations |
718 |
|
|
34.8.1 Action Naming Convention |
718 |
|
|
34.8.2 Segmentation |
718 |
|
|
34.8.3 Contextual Tags and Metadata |
719 |
|
|
34.8.4 Verifying the Measurement Plan: Silent Tracking |
719 |
|
|
34.9 Analysis |
721 |
|
|
34.10 Conclusion |
725 |
|
|
34.11 Appendix: Measurement and Learning Plan |
726 |
|
|
Reference |
727 |
|
|
Index |
728 |
|