Background--> Literature Review
Definition of Gamification (Spanellis, Dofler, & Macbryde, 2016; UK)
What is qualified as "gamification"?
"A process of changing interface to make electronic transactions more fun and game-like.“
"Using game elements... in a non-gaming environment... to improve user engagement and experience"
"Gamification being used offline as well"
"Playing" VS. "Gaming":
Playing= "improvisational and expressive behaviours and meanings"
Gaming=Playful systems bound with the explicit rules and driven by the goals"
Game Elements
(Zicherman & Cunningham, 2011)
Mechanics: Points, level, progression bar, leaderboards, badges
Dynamics: Pattern recognition, collecting, surprise, creating order, gifting, flirtation, recognition for achievements, leading others, fame, heroism, gaining status, growing
Aesthetics: Sensation, fantasy, narrative, challenge, fellowship, discovery, expression
(Werbach & Hunter, 2012)
Components: Achievements, avatar, badges, boss fights, collections, social graph, virtual goods, combat, content unlocking, gifting, leaderboards, levels, points, quests, teams
Mechanics: Challenges, chance, competition, cooperation, feedback, resource acquisition, rewards, transactions, turns, win states
Dynamics: Constrains, emotions, narratives, progression, relationship
(Deterding, 2012)
Interface design patterns: e.g. Badge, leaderboard, level
Design patterns and mechanics: e.g. Time constraint, limited resources, turns
Design principles and heuristics: e.g. Enduring play, clear goals, variety of game styles
Game models: e.g. MDA (Mechanics-Dynamics-Aesthetics), challenge, fantasy, curiosity, game design atoms, CEGE (Core Elements of the Gaming Experience )
Game design methods: e.g. Playtesting, play-centric design, value conscious game design
(Blohm & Leimeister, 2013)
Mechanics: Documentation of behaviour, scoring systems, badges, trophies, rankings, ranks, levels, reputation points, group
tasks, time pressure, tasks, quests, avatars, virtual worlds, virtual trade
Dynamics: Exploration, collection, competition, acquisition of status, collaboration, challenge,
development/organization, motives
Gamification & Innovation (Spanellis, Dofler, & Macbryde, 2016; UK)
Gamification as an innovation
Innovative processes through "Gamification": Stage-Wise Model Vs. Random-Process/Fuzzy Model
Stage-Wise Model
Initiation (Initial Phase --> Gestation or Long-lasting change)
Developments (Shocking Event--> Development of Plan--> Shift in Performance Criteria or Set-back--> Adjustments)
Implementation/Termination
Random-Process/Fuzzy Model
Frameworks for Thinking to "Gamification"
Search (Ideation Phase: "How can we find opportunities for innovation?"
Select ("What are we going to do and Why?")
Implement (Actual Product Development or Concept Development Phase: "How are we going to make it happen?”)
Capture ("How are we going to get the benefits from it?"
References
Spanellis, A., Dorfler, V., & Macbryde, J. (2016). Gamification and innovation: A mutually beneficial union. British Academy of Management 2016 Conference Proceedings, 1-18.