Last time, I have written about the results of a research study showing that non-personalized goals and competition in fitness trackers can harm teenagers' intrinsic motivation to do physical activity. Reinforcing this fact, another recent study demonstrates that adaptive goals outperform static goals when encouraging…
Many researchers and practitioners have been saying for some time that the most simplistic gamification implementations might lead to short-term engagement, but actually hurt long-term motivation and engagement. However, we still don't have many controlled studies presenting evidence of this phenomenon and explaining why it…
Although many gameful design methods have emerged recently, designers still lack standard evaluation methods for evaluating gameful design. For other established areas of UX, heuristic evaluation methods are commonly used. In usability engineering, heuristics are general principles or broad usability guidelines that have been used…
Gameful Design (gamification) has been an increasingly popular approach for improving the user's motivation and experience when interacting with digital applications. As a result, the number of gameful designers has been steadily increasing in the past years, as well as the reports of successful projects…
Originally published by the HCI Games Group.
Sample favourite digital game objects. Please see the linked original publication for credits.
The HCI Games Group collaborated with a research project that also involved the Play & Interactive Experiences for Learning Lab at the New Mexico State University and…
There have been so many discussions about the terms gamification and gameful design that I was avoiding posting about them until now. But now I felt like giving my contribution and trying to help differentiate both terms and discuss why the difference matters.
Despite everything that…
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…
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…