Friday, March 07, 2014

A Brief History of Gamification: Part I - The Origin

This is the first post regarding the origin and evolution of gamification, the concept broadly defined as "the use of game elements in non-game contexts". I invite others to contribute (with comments to the post) if something is missing and to correct what may be wrong or incomplete.


The Origin

The concept behind what become known as gamification in recent years was already known almost one hundred years ago. Nelson (2012) argue that the origins of gamification are in the early to mid 20th century in Soviet Union, like “a way to motivate workers without relying on capitalist-style monetary incentives”. Workers and factories could compete with each other to increase production, using points and other game-like elements. Later, in american management, on the transition from the 20th to the 21st century, the strategy of turning the workplace into a more playful setting reappeared. In 1984, Coonradt (2007) published the first edition of his book The Game of Work. Coonradt, known as the “grandfather of gamification”, applied game principles in business contexts, dealing with employee motivation. His principles to motivate people include frequent feedback, clear goals and personal choice, features that can be found in games. These American and Soviet approaches, as precursors of gamification, gave rise to o sub-genre of the concept, the “gamification of work” (or playbour). Even before Coonradt's work, loyalty programs, like frequent flyer programs in airline companies (Kumar and Herger, 2013), where travelers gain miles (i.e. points) that can be exchanged for some benefit, and other marketing campaigns already incorporate some game features.

In other contexts, similarities with game elements can be found in the use of icons or symbols to express achievements, as insignias on military uniforms or insignias used on youth organizations like the Scouts (Silvers, 2011; Werbach and Hunter, 2012). These icons and symbols have their digital counterpart in video games’ badges (Rosewell, 2012). As the Scout can collect badges and display them on their uniform, digital badges can be used to display individual skills, abilities and accomplishments since a software system provides the adequate infrastructure.

In the Information and Communication Technologies (ICT) context, Deterding et al. (2011) note that, in the 1980s, in Human-Computer Interaction (HCI), the design of user interfaces already benefited from the knowledge of different design practices, namely game design. Playfulness, as a desirable user experience or mode of interaction, gained the attention of multiple HCI researchers. As Deterding et al. refer, game elements were long used in HCI, as game controllers used as input devices or graphic engines and authoring tools of video games used in non-ludic contexts.
Game-Based Learning (GBL) and the Serious Games movement contribute to the spread of the concept, revealing that games could be useful in non-ludic contexts instead of just being used for fun and amusement. Gamification, connects to concepts related to HCI and to game studies, as serious games, pervasive games, alternate reality games, or playful design ( Deterding et al.).


References:
Nelson, M. (2012). Soviet and american precursors to the gamification of work. In Lugmayr, A., editor, MindTrek, pages 23–26. ACM.
Coonradt, C. (2007). The Game of Work: How to Enjoy Work as Much as Play. Gibbs Smith.
Kumar, J. and Herger, M. (2013). Gamification at Work: Designing Engaging Business Software. Aarhus, Denmark,. The Interaction Design Foundation.
Silvers, A. (2011). On education, badges and scouting [web log message].
Werbach, K. and Hunter, D. (2012). For the Win: How Game Thinking Can Revolutionize Your Business. Wharton Digital Press.
Rosewell, J. (2012). A speculation on the possible use of badges for learning at the uk open university. In EADTU Annual Conference: The Role Of Open And Flexible Education In European Higher Education Systems For 2020: New Models, New Markets, New Media.
 
Deterding, S., Dixon, D., Khaled, R., and Nacke, L. (2011). From game design elements to gamefulness: Defining ”gamification". In Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments, MindTrek ’11, pages 9–15, New York, NY, USA. ACM.

Thursday, February 20, 2014

Computers in Human Behavior - Special Issue on Gamification: Call for Submissions

Call for submissions to Computers in Human Behavior - Special Issue on Gamification: Gameful Design, Research, and Applications.


Following the conference on Gamification 2013: Gameful Design, Research, and Applications (see the conference videos here), the conference organizers and editors of this special issue invite researchers to submit contributions on all aspects of gamification to this special issue of Computers in Human Behavior. See this other post, with a link to the Proceedings of Gamification 2013.

Gamification uses game design to make a system that primarily supports non-game tasks more fun, engaging, and motivating. We invite a wide variety of high-quality research papers into our special issue. We seek to understand the research necessary for increasingly effective implementation of,gamification in business, health, education andmentertainment. We welcome substantial research studies of gamification successes and failures, unanswered questions about gamification, gamification metrics and processes, methods of gamification commercialization and more.

This special issue aims gamification researchers interested in - but not limited to - the following fields:
  • Game Design
  • Human-Computer Interaction
  • Psychology
  • Computer Science and Informatics
  • Game Studies
  • Education
  • User Experience and Interaction Design
  • Social Sciences and Humanities (e.g., digital humanities,
    communication research, sociology)

Special Issue Editors:
  • Lennart Nacke, University of Ontario Institute of Technology
  • Sebastian Deterding, Rochester Institute of Technology
  • Kevin Harrigan, University of Waterloo
  • Neil Randall, University of Waterloo

Important dates:
  • May 30, 2014: Submission deadline
  • August 30, 2014: Notification back to authors
  • April, 2015: Planned date of publication


Thursday, February 13, 2014

Horizon Report 2014 - Higher Education Edition

The Horizon Report 2014 - Higher Education Edition has been released. This year's edition has a new format that now includes Key Trends Accelerating Higher Education Technology Adoption and Significant Challenges Impeding Higher Education Technology Adoption.



The 2014 six important developments in educational technology are listed in in the report's third section, Important Developments in Educational Technology for Higher Education:

Time-to-Adoption Horizon: One Year or Less
  • Flipped Classroom
  • Learning Analytics
Time-to-Adoption Horizon: Two to Three Years
  • 3D Printing
  • Games and Gamification
Time-to-Adoption Horizon: Four to Five Years
  • Quantified Self
  • Virtual Assistants
Regarding last year's report, Quantified Self and Flipped Classrooms are new. Games and Gamification is kept on the "Two to Three Years" horizon. This is what the report says about it:

"The games culture has grown to include a substantial proportion of the world’s population, with the age of the average gamer increasing with each passing year. As tablets and smartphones have proliferated, desktop and laptop computers, television sets, and gaming consoles are no longer the only way to connect with other players online, making game-play a portable activity that can happen in a diverse array of settings. Gameplay has long since moved on from solely being recreational and has found considerable traction in the military, business and industry, and increasingly, education as a useful training and motivation tool. While a growing number of educational institutions and programs are experimenting with game-play, there has also been increased attention surrounding gamification — the integration of gaming elements, mechanics, and frameworks into non-game situations and scenarios. Businesses have embraced gamification as a way to design incentive programs that engage employees through rewards, leader boards, and badges, often with a mobile component. Although more nascent than in military or industry settings, the gamification of education is gaining support among educators who recognize that effectively designed games can stimulate large gains in productivity and creativity among learners."

About the Quantified Self trend, the report mentions that:

"People have always demonstrated interest in learning about themselves by tracking and measuring their behaviors and activities. Students already spend time in formal classroom settings gathering data about themselves or research topics. Quantified self technologies tap into this interest in the form of mobile apps, wearable devices, and cloud-based services that make the data collection process much easier."

The Quantified Self movement can benefit from gamification. In fact, if people are able to track and measure their behaviors, adding the proper game elements, they can be motivated to improve those behaviors, increase engagement in activities promoting those behaviors and change undesirable behaviors. This is the all idea behind gamification. And Education can benefit from both trends: gamification and the quantified self.

In this post published on Gamifeye, four approaches were mentioned to collecting data in gamified systems. Quantified self with gamification is the second approach, "using some external device". In Education they are also connected to Learning Analytics.


Monday, February 10, 2014

ticEDUCA2014: Call for Papers

The III International Congress on ICT and Education - ticEDUCA2014, a biennial event carried out since 2010, will be held in Lisbon, at the Institute of Education of Lisbon University, on the 14-16, November, 2014.

Themes:
  • Theme 1: Formal and Informal Learning Environments and Technologies
  • Theme 2: Computer Mediated Communication, Relationships and  Expression of Emotions Online
  • Theme 3: Digital Technologies and Professional Development
  • Theme 4: eLearning in Higher Education and Vocational Training
  • Theme 5: Technologies and Special (Educational) Needs
Important dates:
  • Paper Submission: June, 20, 2014
  • Notification of Acceptance: September, 5, 2014
  • Submission of Accepted Papers: September, 14, 2014

Proceedings of ticEDUCA2012 are available on line.

Tuesday, February 04, 2014

Friday, January 31, 2014

A Social Gamification Framework for a K-6 Learning Platform: Citations

My paper (see this post) A Social Gamification Framework for a K-6 Learning Platform published at Computers in Human Behavior, in March 2013, (co-authored with Rebeca Díaz Redondo e Ana Fernández Vilas), has been cited in other publications. The paper presents the "main features of a social gamification framework to be applied in an existent K-6 social learning environment". This social learning environment is schoooools.com (see also this post on schoooools' blog - in portuguese).


Last year, it was referenced in Gamifying Learning Experiences: Pratical Implications and Outcomes, published at Computers & Education (vol. 63, April 2013): “Recently Simões, Díaz & Fernández (2013) presented a social gamification framework for http://schoooools.com, a social learning environment, which “aims to assist educators and schools with a set of powerful and engaging educational tools to improve students’ motivation and learning outcomes”. 

Another reference in 2013 was in Reimagining Leaderboards: Towards Gamifying Competency Models through Social Game Mechanics, publicado nos proceedings da Gamification 2013 – First International Conference on Gameful Design, Research, and Applications: “Simões, Redondo and Vilas developed a social gamification framework for educational systems that was implemented for a series of elementary schools in Portugal [15]. Game elements were drawn directly from social games; for example, peer appraisal, including the use of a “like” button, giving and sharing rewards, and teamwork-based goals.

Today, in Zac Fitz-Walter's Gamification Weekly (Issue 33 - 31st January, 2014), I found two other references. One was in Gamification - supported Exploration and Practicing for Automotive User Interfaces and Vehicle Functions: "When analyzing current examples of gamified learning environ-ments(Muntean 2011; Simões et al. 2013), the use of game elements does not directly optimize the learning efficacy, but has mainly an impact on the learners’ motivation (Domínguez et al. 2013)". The other was in Memoirs of a Teacher-Gamer: Educational Games (in Reading Matters, Volume 14, Spring 2014, pp 8 - 13): "Unlike the game based learning I have focused on so far, gamification is a recent term introduced to the educational gaming community. Recent studies suggest educators begin looking at the experience of school as a game by integrating general features of popular games to enhance motivation (Apostol, Zaharescu, & Alexe, 2013; Simões, Redondo, & Vilas, 2013)".

Well, someone is reading the paper which is gratifying ...

Tuesday, January 28, 2014

EDEN Annual Conference 2014

The EDEN Annual Conference 2014 will be held in Zagreb in June, 10-13, 2014, with several Conference Themes.

The year 2014 is important as the start of the new European programme period until 2020. This coincides with intensive developments in ICT-supported learning, educational innovations and, in particular, open educational resources. With present economic trends, the key question being growth and employability, it is highly important how employers accept job candidates with the certifications and competences from the new world of learning, characterised by many innovative approaches and open educational settings.


Important Dates:
  • Paper Submission: 31 January 2014
  • Conference Dates: 10-13 June 2014

Monday, January 27, 2014

Nordic DiGRA 2014: Call for Papers

Nordic DiGRA will be held in Sweden, in May 29 and 30:


Games are becoming more and more pervasive in our everyday life. Gamification and game-based learning are research topics that are blooming. Games are also used in electioneering. We invite submission for full papers and for workshops. Topics of interest include, but are not limited to:
  • gamification
  • games in society
  • games and learning
  • games as propaganda
  • persuasive games
  • games in teaching
  • critical stances to gamification and game-based learning

Important dates:
  • Full paper submission and workshop proposals: March 30, 2014
Founded in 2003, DiGRA is the premiere international association for academics and professionals who research digital games and associated phenomena. It encourages high-quality research on games, and promotes collaboration and dissemination of work by its members.

Monday, January 20, 2014

Open Education Europa: Best of 2013

Open Education Europa: top content of 2013 based on the number of pageviews


In the  category "Top articles from the eLearningPapers", my paper A gamification framework to improve participation in social learning environments, co-authored with Rebeca Díaz Redondo, Ana Fernandez Vlas (University of Vigo) and Ademar Aguiar (University of Porto) is #3. In second, another paper from University of Porto.


This paper presents a gamification framework applied to the integration of game elements in Social Learning Environments. The framework is being applied to a K6 Social Learning Environment leading to a gamified system. With this gamified system it is expected to achieve a rise in the motivation to use the platform with students becoming more loyal users. It is also expected that they will be more deeply involved and engaged in educational activities supported by the environment. The proposed gamification framework includes architecture for a gamified system and a guide to help the development of gamified activities.

The K6 Social Learning Environment is Schoooools.com.

Thursday, January 16, 2014

Gamification for Information Retrieval (GamifIR’14) Workshop

(received by email from gamification-research@googlegroups.com)

Gamification for Information Retrieval (GamifIR’14) Workshop, held in conjunction with ECIR 2014
, Amsterdam, Netherlands
13 April 2014


Gamification is the application of game mechanics, such as leader boards, badges or achievement points, in non-gaming environments with the aim to increase user engagement, data quality or cost effectiveness.  A core aspect of gamification solutions is to infuse intrinsic motivations to participate by leveraging people’s natural desires for achievement and competition. While gamification, on the one hand, is emerging as the next big thing in industry, e.g., an effective way to generate business, on the other hand, it is also becoming a major research area. However, its adoption in Information Retrieval (IR) is still in its infancy,  despite the wide ranging IR tasks that may benefit from gamification techniques. These include the manual annotation of documents for IR evaluation, the participation in user studies to study interactive IR challenges, or the shift from single-user search to social search, just to mention a few.

This workshop focuses on the challenges and opportunities that gamification can present for the IR community. The workshop aims to bring together researchers and practitioners from a wide range of areas including game design, information retrieval, human-computer interaction, computer games, and natural language processing.


Call for papers: deadline 5 February 2014

Keynote by Prof. Richard Bartle, known for his 1996 Player Types model (see this post)

Topics include but are not limited to:
  • Gamification approaches in a variety of information-seeking contexts
  • User engagement and motivational factors of gamification
  • Player types, contests, cooperative games
  • Challenges and opportunities of applying gamification in IR
  • Gamification design and game mechanics
  • Game based work and crowdsourcing
  • Applications and prototypes
  • Evaluation of gamification techniques