Three concepts are identified as being central for how a gamificator, the one responsible for gamifying, gamifies a process. These are mechanics, mental mediators and desired outcomes. Following this logic, a review was conducted using 77 (n) articles across seven disciplines, namely health and wellness, crowdsourcing, sustainability, computer science, software development, business, and tourism.
The findings highlighted potentially causal and correlational relationships between several concepts when gamifying a situation, context, service or/and process. This research presents an alternative and uniform perspective on the broad gamification research to better understand how gamification functions and can be employed to impact various outcomes.
Furthermore, this research contributes to this rather eclectic domain, presenting a more categorized view in showing domain-specific mechanics and how these can be employed for empirical testing. Lastly, the conceptual model can be modified, employed and adjusted to investigate various effects of gamification on outcomes.
A free mobile game for teens and young adults that empower players to discover their personal story and to find courage to express them authentically as they live with significant health challenges. Teens are engaged through their mobile game to come to terms with their experience. It brings together technology and psychology to support teens through the journey of their illness and empowers them to take charge of their emotional health. Using the metaphor of reviving a city struck by a storm, players are guided through a process of self-inquiry and expression within an urban gaming environment. By responding to writing prompts and covering their city in graffiti, players uncover their personal story and build their emotional resilience to tackle the challenges they face. It was created by Little Chicken Gaming Company in association with Resonance House, LLC, and a wholly owned subsidiary of Community Foundation SiliconValley. It is not easy for teens to talk about the dark and scary side of illness. Shadow’s Edge challenges teen patients to tap into the healing power of self-expression. On iPhone, browse for Shadow’s Edge in the App Store to download. https://itunes.apple.com/ch/app/shadows-edge/id1294308300?mt=8 On Android phone, browse for Shadow’s Edge in the Google Play Store to download.https://play.google.com/store/apps/details?id=com.shadowsedge.diggingdeep&hl=en Demo presented at the Exhibition space in GaLA Conference 2018 https://lnkd.in/eMrEQVw
An educational gamification platform aimed at facilitating the gamification of academic courses/learning activities and fostering experimental research on gamifying learning. It enables instructors to define course activities and create exercise problems for practicing and self-assessment, as well as exams or quizzes for testing particular skills. The platform allows gamifying these practice activities. It is highly configurable and supports tailoring gamification features to meet the vision of the instructor. The gamification related configuration includes the choice of the game elements to be used along with specification of gaming rules for them. The system currently supports the following game elements: points (challenge points, skill points, and activity points), progress bar, virtual currency, badges, leader board, skill board, learning dashboard, and avatars. The gaming rules define the conditions upon which certain game elements are awarded. Demo presented at the Exhibition space in GaLA Conference 2018 https://lnkd.in/eMrEQVw
A narrative adventure game on contemporary history. It tells the story of the Czech borderlands in the tumultuous aftermath of the World War II.
Through interviews with eyewitnesses, interactive graphic novel and atmospheric mini-games players experience the post-war years from different, oftentimes contradictory perspectives. The game is based on comprehensive historical research.
The game aims to develop critical thinking and deeper understanding of the past and is for a general audience (12+years old).
This paper studies whether a board game can effectively raise awareness of cultural differences and their impacts on everyday life. Furthermore, the paper compares whether a board game might achieve this goal more efficiently, or differently, than more traditional ‘open discussion’ exercises. To conduct this study, a board game – that present players with cultural dilemmas – was designed and developed based on a comparative model of individualistic and collectivistic cultures. The game’s ability to generate discussion and engagement with cross-cultural topics was evaluated and compared with traditional discussion exercises in a series of experimental studies conducted in SFI (Swedish For Immigrants) classrooms. A follow-up survey was also conducted to compare long-term effects between the board game and the traditional discussion exercise. Results indicate that the game benefited participants’ discussions and reflections regarding cultural awareness directly after the game session, and that they retained their attitudes and perceptions of cultural awareness better than participants of the non-game exercise. Read more: journal.seriousgamessociety.org/inde…/…/article/view/259/318