A collection of some of the most relevant publications and news of 2016 related to Gamification -- from the point of view of an HCI researcher.
Note: all the slides have links to the publications; if they are not working on SlideShare, please download…
Yesterday I published a review of a paper on gamified university-level education. Today, I am going to present some lessons learned from my own experience gamifying a university course. Last Spring I had the opportunity to teach a course on Business Systems Analysis at the…
Originally published in the ACM XRDS blog.
Gamification of University-level courses is becoming a common practice, as many professors decide to try offering their students a more engaging learning environment. Nevertheless, we still do not have a clear idea on how individual students engage differently with…
CHI PLAY 2016, the ACM Annual Symposium on Computer-Human Interaction in Play, happened last week and made available a lot of interesting research in games, play, and gamification. I have made a compilation of 12 of the relevant findings for future Gamification design and research. Check them…
The peak-end rule is a psychological heuristic that explains how people judge an experience largely based on its peak (i.e., its most intense point) and its end, rather on the whole experience. A research from the Universities of Saskatchewan and Canterbury and Autodesk sought to…
Self-determination theory posits autonomy as a basic need that fuels intrinsic motivation. Thus, we consider it an important characteristic of intrinsically enjoyable tasks, including games. We often say that game playing is a voluntary activity. However, when we think about serious games or gamification, there…
I have previously talked about the prominent role of challenges in games and gameful applications. Challenging oneself to overcome unnecessary obstacles just for the fun of it is at the heart of a gameful experience. Moreover, good challenges only work together with clear goals and…
Several studies have indicated the need for personalising gamified systems to users’ personalities. However, mapping user personality onto design elements is difficult. To address this problem, Marczewski developed the Gamification User Types Hexad framework, based on research on human motivation, player types, and practical design…
Originally published on the ACM XRDS blog.
Technology has undoubtedly improved at vertiginous speeds in the last decades. However, there is no evidence that all this technology is helping increase the people's general wellbeing. Calvo and Peters have attributed this to the fact that most…
Recently, a number of research studies have been investigating how to personalize gameful applications to each different user. One of these studies was presented at CHI 2016 and investigated how different people respond to various gamification approaches in health-related habit tracking applications.
The researchers asked…