skip to main content
10.1145/2583008.2583029acmotherconferencesArticle/Chapter ViewAbstractPublication PagesgamificationConference Proceedingsconference-collections
short-paper

The kaleidoscope of effective gamification: deconstructing gamification in business applications

Published: 02 October 2013 Publication History

Abstract

Developers of gamified business applications face the challenge of creating motivating gameplay strategies and creative design techniques to deliver subject matter not typically associated with games in a playful way. We currently have limited models that frame what makes gamification effective (i.e., engaging people with a business application). Thus, we propose a design-centric model and analysis tool for gamification: The kaleidoscope of effective gamification. We take a look at current models of game design, self-determination theory and the principles of systems design to deconstruct the gamification layer in the design of these applications. Based on the layers of our model, we provide design guidelines for effective gamification of business applications.

References

[1]
Aparicio, A. F., Vela, F. L. G., Sánchez, J. L. G., and Montes, J. L. I. Analysis and application of gamification. Proc. of INTERACCION '12, (2012), 1--2.
[2]
Deci, E. L., Eghrari, H., Patrick, B. C., and Leone, D. R. Facilitating Internalization: The Self Determination Theory Perspective. J Pers 62, 2 (1994), 119--42.
[3]
Deci, E. L., Koestner, R., and Ryan, R. M. A meta-analytic review of experiments examining the effects of extrinsic rewards on intrinsic motivation. Psychological Bulletin, 1999, 627--668.
[4]
Deterding, S., Sicart, M., Nacke, L., O'Hara, K., and Dixon, D. Gamification. using game-design elements in non-gaming contexts. Proc. of CHI EA '11, (2011), 2425--2428.
[5]
Deterding, S. Situated motivational affordances of game elements: A conceptual model. CHI Gamification Workshop 2011, (2011), 3--6.
[6]
Flatla, D. R., Gutwin, C., Nacke, L. E., Bateman, S., and Mandryk, R. L. Calibration games: making calibration tasks enjoyable by adding motivating game elements. Proc. of UIST'11, ACM (2011), 403--412.
[7]
Hamari, J. and Eranti, V. Framework for Designing and Evaluating Game Achievements. DiGRA 2011: Think Design Play, (2011), 1--20.
[8]
Heintz, S. Evaluating Design Elements for Digital Educational Games on Programming: A Pilot Study. Proc. of BCS-HCI '12, (2012), 245--250.
[9]
Hunicke, R., Leblanc, M., and Zubek, R. MDA: A Formal Approach to Game Design and Game Research. Proc. of Challenges in Games AI Workshop,(2004),1--5.
[10]
Nicholson, S. A User-Centered Theoretical Framework for Meaningful Gamification A Brief Introduction to Gamification Organismic Integration Theory Situational Relevance and Situated Motivational Affordance. Games+Learning+Society 8.0, (2012).
[11]
Przybylski, A. K., Rigby, C. S., and Ryan, R. M. A motivational model of video game engagement. Rev Gen Psychol 14, 2 (2010), 154--166.
[12]
Ryan, R. M. and Deci, E. L. Intrinsic and Extrinsic Motivations: Classic Definitions & New Directions. Contemp educ psychol 25, 1 (2000), 54--67.
[13]
Ryan, R. M., Rigby, C. S., and Przybylski, A. The Motivational Pull of Video Games: A Self-Determination Theory Approach. Motivation and Emotion 30, 4 (2006), 344--360.
[14]
Schell, J. The Art of Game Design: A Book of Lenses. Morgan Kaufman, Amsterdam, 2009.
[15]
Sprenc, A., Spreng, R. A., and Lansing, E. An Empirical Examination of a Model of Perceived Service Quality and Satisfaction. Journal of Retailing, 72, 2 (1996), 201--214.
[16]
Yee, N. Motivations for play in online games. Cyberpsychology & behavior 9, 6 (2006), 772--5.

Cited By

View all

Recommendations

Comments

Information & Contributors

Information

Published In

cover image ACM Other conferences
Gamification '13: Proceedings of the First International Conference on Gameful Design, Research, and Applications
October 2013
148 pages
ISBN:9781450328159
DOI:10.1145/2583008
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

Sponsors

  • UWATERLOO: University of Waterloo
  • IMMERSe: IMMERSe Network
  • Waterloo Stratford Campus: University of Waterloo Stratford Campus
  • University of Ontario Institute of Technology

Publisher

Association for Computing Machinery

New York, NY, United States

Publication History

Published: 02 October 2013

Permissions

Request permissions for this article.

Check for updates

Author Tags

  1. gameplay
  2. gamification
  3. human factors
  4. interaction design
  5. player experience
  6. self-determination theory
  7. usability

Qualifiers

  • Short-paper

Funding Sources

Conference

Gamification '13
Sponsor:
  • UWATERLOO
  • IMMERSe
  • Waterloo Stratford Campus
Gamification '13: Gameful Design, Research, and Applications
October 2 - 4, 2013
Ontario, Toronto, Canada

Acceptance Rates

Gamification '13 Paper Acceptance Rate 9 of 25 submissions, 36%;
Overall Acceptance Rate 9 of 25 submissions, 36%

Contributors

Other Metrics

Bibliometrics & Citations

Bibliometrics

Article Metrics

  • Downloads (Last 12 months)249
  • Downloads (Last 6 weeks)22
Reflects downloads up to 06 Nov 2024

Other Metrics

Citations

Cited By

View all

View Options

Get Access

Login options

View options

PDF

View or Download as a PDF file.

PDF

eReader

View online with eReader.

eReader

Media

Figures

Other

Tables

Share

Share

Share this Publication link

Share on social media