Σχεδίαση παιχνιδοποιημένων συστημάτων : Μια απάντηση στο πρόβλημα του engagement ή άλλη μια μόδα ? Δρ. Παναγιώτης Ζαχαριάς 10/12/2014 Ημέρες Ευχρηστίας.

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Σχεδίαση παιχνιδοποιημένων συστημάτων : Μια απάντηση στο πρόβλημα του engagement ή άλλη μια μόδα ? Δρ. Παναγιώτης Ζαχαριάς 10/12/2014 Ημέρες Ευχρηστίας & Προσβασιμότητας 2014

Structure  Definition  Motivational affordances & outcomes  Context and types of gamification studies  Main results  Problems  Future Challenges Based on (Hamari et al., 2014 ; Seaborn and Fels, 2015)

Definition of gamification  Gamification is the use of game design elements in non-game contexts. (Deterding et al., 2011).  Gamification is the process of enhancing services with (motivational) affordances in order to invoke gameful experiences and further behavioral outcomes. (Hamari, 2013).

Motivational affordances & outcomes AffordanceNumber of Studies Points10 Leaderboards10 Badges9 Levels6 Challenges7 Outcomes/ Dependent variable Number of Studies Psychological outcomes (e.g. Engagement, satisfaction, fun, attitudes) 12 Behavioral outcomes (e.g. site participation, learning effectiveness, amount of content contributed etc.) 9

Context & type of gamification studies ContextNumber of studies Education9 Commerce1 Health/exercise1 Intra organizational and work systems 8 Innovation/ideation2 MethodNumber of studies Qualitative2 Quantitative17 Mixed methods5

Main results ResultsNumber of studies All tests positive2 Part of the test positive13 Only descriptive statistics7 The findings of the fully qualitative studies as well as the qualitative results of the mixed methods papers consisted of both positive and negative perceptions

Main problems  Gamification a manifold phenomenon  More rigorous methodologies are needed  Methodological problems  Small sample sizes (around N=20)  Validated measures were not used  Some experiments with no control groups  Experiment timeframes were very short (novelty effect)

Future challenges  Overcome methodological problems – study design issues  e.g. one-off studies will need to be replicated, comparative and longitudinal designs have to implemented etc.  Remove of gamification elements  Compare the usefulness of motivational affordances - game mechanics  Validate theoretical frameworks

References  Deterding, S., Dixon, D., Khaled, R., Nacke, L., (2011a). From game design elements to gamefulness: defining “gamification”. In Proceedings of the15th International Academic MindTrek Conference: Envisioning Future Media Environments. ACM,Tampere,Finland,pp.9– 15.  Hamari, J. (2013). Transforming Homo Economicus into Homo Ludens: A Field Experiment on Gamification in a Utilitarian Peer-To- Peer Trading Service. Electronic Commerce Research and Applications, 12(4), 2013,  Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does Gamification 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,  Seaborn, K., and Fels, D. I. (2015). Gamification in theory and action: A survey. International Journal of Human Computer Studies 74 (2015)14–31.

… τελικά το gamification είναι μια λύση στο πρόβλημα του Engagement ή απλά άλλη μια περαστική μόδα ?

Ευχαριστώ πολύ ! Επικοινωνία :   Web:  Linkedin: zaharias/0/bb6/a91http://gr.linkedin.com/pub/panagiotis- zaharias/0/bb6/a91