Gamification 2013 is a three-day, dual-track conference with the most comprehensive program of gameful thinking, research, analysis, and best practices ever assembled in Canada. This conference brings professionals from the gamification industry together with game design researchers interested in human motivation and the power of gameful design and digital games.
This conference is the first of its kind and we will use this opportunity to unite the burgeoning area of gamification. Our program is a blend of academic research and experimental applications with industry and non-profit examples, procedures, best practices, goals and results. It gives an idea of what all is now possible in the field of gamification. Our topics range from using citizen science games for motivation to best practices of exergames and classroom gamification. Not to forget the necessary discussion of the overlap between serious games and gamification.
Proceeding Downloads
Competition as an element of gamification for learning: an exploratory longitudinal investigation
This paper examines the effect of gamification techniques in engaging students in a teaching context, in particular the influence of competition. We conducted a longitudinal survey study (informed by a focus group) -- in an MBA classroom that uses ...
Improving participation and learning with gamification
In this paper we explore how gamification can be applied to education in order to improve student engagement. We present a study in which a college course was gamified, by including experience points, levels, badges, challenges and leaderboards. The ...
Using gamification to inspire new citizen science volunteers
Gamifying citizen science campaigns has the potential to further engage existing volunteers, as well as to attract new contributors. By evaluating Biotracker, a gamified mobile application that gathers plant phenology data, we explored the feasibility ...
Time's up: studying leaderboards for engaging punctual behaviour
In the workplace, an individual's punctuality will not only affect how a person is viewed by colleagues, but will also reverberate on their productivity. Being late for a meeting can be disruptive to the working team, costing everyone time and causing ...
The design and evaluation of a classroom exergame
Balancing academic, physical and emotional needs of students while maintaining student interest is increasingly challenging in the resource constrained environments of the modern classroom. To answer this need we created and evaluated an exergame system ...
Driven to drive: designing gamification for a learner logbook smartphone application
Driving can be dangerous, especially for young and inexperienced drivers. To help address the issue of inexperience a gamified logbook application was developed for Learner drivers. The application aims to encourage learners to undertake a wider range ...
Gamification and serious game approaches for introductory computer science tablet software
In this paper, we overview the design of tablet apps built to teach introductory computer science concepts, and present the results and conclusions from a study conducted during a first year computer science course at McMaster University. Game design ...
Effects of gamification on participation and data quality in a real-world market research domain
Gamification has become an increasingly popular way to improve user engagement and motivation, but there is currently a lack of empirical research to demonstrate that increased gamification provides these benefits. To help address this problem we ...
Do points, levels and leaderboards harm intrinsic motivation?: an empirical analysis of common gamification elements
It is heavily debated within the gamification community whether specific game elements may actually undermine users' intrinsic motivation. This online experiment examined the effects of three commonly employed game design elements -- points, leaderboard,...
SGSEAM: assessing serious game frameworks from a stakeholder experience perspective
Assessment of serious game frameworks is emerging as an important area of research. This paper describes an assessment mechanism called the Serious Game Stakeholder Experience Assessment Method (SGSEAM). SGSEAM is designed to provide detailed insights ...
“I want to be a captain! I want to be a captain!”: gamification in the old weather citizen science project
Gamification is increasingly implemented in citizen science projects as a means of motivating and sustaining participation. In a survey and subsequent interviews we explored the appeal of gamification for participants in the Old Weather project, and its ...
Serious indie games for social awareness: gamifying human characters with disabilities
By avoiding holistic and accurate portrayals of the physical limitations of human beings, contemporary games ultimately fail to acknowledge the more marginalized qualities of humankind in their characters. For example, we often see idealized human ...
Gamifying behaviour that leads to learning
Many courses require self-study to succeed. This is especially true of online courses. However, self-study activities, such as reading the textbook and completing the associated workbook, are not motivating and do not contribute directly to grades. As a ...
Gamifying the employee recruitment process
Recently, a number of organizations have employed the use of gamification for the purpose of employee recruitment. Results of these gamified recruitment processes are reportedly positive, although no clear statistics have been provided to objectively ...
Improving student creativity with gamification and virtual worlds
Games are of great interest in education. Their motivational qualities make players more persistent and resilient. In particular, virtual environments have proven to be good learning engagers, as they generate opportunities to create, explore and ...
Positively playful: when videogames lead to player wellbeing
Videogames are an increasingly popular entertainment choice, yet we have a limited understanding of their potential wellbeing benefits. The current research used an online survey (N = 429) to investigate how gameplay choices and the psychological ...
Videogame reward types
This research has been conducted to ascertain the validity of existing videogame reward categorisations. An overview of current videogame reward types is provided and the need for further research in the area of videogame reward systems is identified. ...
Reimagining leaderboards: towards gamifying competency models through social game mechanics
Competency models have been widely employed within education, training and development contexts. In particular, medical education programs have become a platform of exploration around innovations in competency-based assessment. Approaches that employ ...
When Wii doesn't Fit: how non-beginners react to Wii Fit's gamification
This paper highlights the reactions of non-beginners to gamification in persuasive health technologies data from a month-long 15-person study of first time Wii Fit users. Participants represent beginners and non-beginners with respect to past fitness ...
Got skillz?: player matching, mastery, and engagement in skill-based games
In this paper we explore mastery, a powerful intrinsic motivator, and its relationship to player engagement in a mobile skill-based game platform (Skillz.com). More specifically, we present a unique Elo-based rating system for quickly matching players ...
The kaleidoscope of effective gamification: deconstructing gamification in business applications
Developers of gamified business applications face the challenge of creating motivating gameplay strategies and creative design techniques to deliver subject matter not typically associated with games in a playful way. We currently have limited models ...
Design-driven research for workplace exergames: the limber case study
- Derek Reilly,
- Emma Westecott,
- David Parker,
- Samuel Perreault,
- Derek Neil,
- Nathan Lapierre,
- Kate Hartman,
- Harjot Bal
Limber is an office "exergame" aimed at incentivizing regular body movement and good posture. In this paper we describe our progression in design and implementation from a wearable system targeting repetitive stress injury to the back, wrist and neck, ...
Designing game-based cognitive assessments for elderly adults
Gamification is the use of game-like properties in non-game scenarios, and is applied in the design of our application to stimulate cognition, and enjoyment, which often decreases due to age-related changes. The goal of the research reported here is to ...
Designing for fun and play: exploring possibilities in design for gamification
Gamification -- the use of game design elements in non-game contexts -- is touted by many as the solution of how to make applications and processes more engaging to people that may have little or no motivation to engage with them otherwise. Based upon a ...
The missing piece in the gamification puzzle
Gamification, that is, employing game design elements to non-gaming applications to make them more fun, engaging, and motivating, has been growing in popularity and is seen in a large number of contexts. In this paper we present a framework that seeks ...
Deconstructing 'gamified' task-management applications
Tasks have an overwhelming effect on our management capacity, including the societal need to attend events as part of our office culture. Using gamification to make task and chore management more exciting could allow people to be more productive while ...
Index Terms
- Proceedings of the First International Conference on Gameful Design, Research, and Applications
Recommendations
Acceptance Rates
Year | Submitted | Accepted | Rate |
---|---|---|---|
Gamification '13 | 25 | 9 | 36% |
Overall | 25 | 9 | 36% |