2022
Järvelä, Simo; Wei, Lewen; Hassan, Lobna; Hamari, Juho
Storifying a Serious Mobile Game: Exploring Players' Perception of Storification Features, Narrative Engagement, and Behavioral Intentions Proceedings Article
In: 25th International Academic Mindtrek conference (Academic Mindtrek 2022), pp. 53-61, ACM, New York, USA, 2022, ISBN: 9781450399555.
Abstract | Links | Tags: Behavioral intention, Gamification, Narrative engagement, Serious mobile game design, Storification
@inproceedings{Järvelä2022,
title = {Storifying a Serious Mobile Game: Exploring Players' Perception of Storification Features, Narrative Engagement, and Behavioral Intentions},
author = {Simo Järvelä and Lewen Wei and Lobna Hassan and Juho Hamari},
url = {https://urn.fi/URN:NBN:fi:tuni-202212149188
https://trepo.tuni.fi/bitstream/handle/10024/144255/Storifying_a_Serious_Mobile_Game.pdf?sequence=1&isAllowed=y},
doi = {10.1145/3569219.3569343},
isbn = {9781450399555},
year = {2022},
date = {2022-11-16},
urldate = {2022-11-16},
booktitle = {25th International Academic Mindtrek conference (Academic Mindtrek 2022)},
issuetitle = {November 16–18, 2022, Tampere, Finland},
pages = {53-61},
publisher = {ACM, New York, USA},
abstract = {Storifying gameful designs helps to engage players with desirable behavioral implications via enhanced narrative experience, the benefits of which are particularly prominent for developing serious mobile games to overcome their technical and contextual constraints. To understand the multifaceted nature of players’ narrative engagement with storified gameplay and provide guidance for future designs accordingly, in the present study, we conducted an online survey (N = 238) among users of eQuoo, a mobile app developed for improving users’ well-being with heavy storytelling components. With reflective-formative partial least squares modeling, we found participants’ evaluation of eQuoo’s storification features was positively associated with their narrative presence and identification in a statistically significant manner, which were further positively associated with their future use intention of and purchase intention on eQuoo. The findings with respect to the third dimension of narrative engagement examined in the study, suspension of disbelief, however, were comparatively inconsistent. Theoretical and design implications were discussed for future research and practice on storification and gamification on mobile platforms.
},
keywords = {Behavioral intention, Gamification, Narrative engagement, Serious mobile game design, Storification},
pubstate = {published},
tppubtype = {inproceedings}
}
Aura, Isabella; Hassan, Lobna; Hamari, Juho
Gameful Civic Education: A Systematic Literature Review of Empirical Research Proceedings Article
In: Bujić, Mila; Koivisto, Jonna; Hamari, Juho (Ed.): Proceedings of the 6th International GamiFIN Conference 2022 (GamiFIN 2022), Gamification Group, Tampere University, Finland, 2022, (April 26-29, 2022 (Organized as an online conference).).
Abstract | Links | Tags: Civic education, Game-based approaches, Game-based learning, Gamification, Systematic literature review
@inproceedings{Aura2022,
title = {Gameful Civic Education: A Systematic Literature Review of Empirical Research},
author = {Isabella Aura and Lobna Hassan and Juho Hamari},
editor = {Mila Bujić and Jonna Koivisto and Juho Hamari},
url = {https://trepo.tuni.fi/bitstream/handle/10024/141230/2022_Aura_et_al_civic_education_review.pdf?sequence=1&isAllowed=y},
year = {2022},
date = {2022-04-29},
urldate = {2022-04-29},
booktitle = {Proceedings of the 6th International GamiFIN Conference 2022 (GamiFIN 2022)},
publisher = {Gamification Group, Tampere University, Finland},
series = {CEUR Workship Proceedings},
abstract = {Gameful approaches to learning have gradually been established as the go-to rhetoric when attempting to increase engagement with learning. This has especially been the case in educational activities that have long-term missions or teach abstract concepts, such as life skills, communal tolerance, or civic education at large, where there exist several pedagogical challenges in making the context meaningful to the youth. However, currently there is no clear overall view on what kind of gameful affordances are utilized in teaching these subjects and what are their reported impacts. To investigate the state-of-the-art of this corpus, 36 empirical papers were identified and systematically reviewed. The current literature, overall, draws quite an optimistic image of the benefits of game-based approaches in civic education. Most of the reported gamification designs included characters and roleplay, social aspects such as co-op and chat functions, as well as 3D worlds and game maps for students to navigate in. Furthermore, the corpus reported positive impact of gamification on learning in the context of civic education as well as positive impact on cognitive, emotional, motivational and social experiences and motivation. However, the lack of detailed descriptions of the exact attributes that facilitated these favorable shifts indicates a need for more systematic research to identify the long-term and transferable influence game-based approaches have on formal civic education and students’ civic skills.},
note = {April 26-29, 2022 (Organized as an online conference).},
keywords = {Civic education, Game-based approaches, Game-based learning, Gamification, Systematic literature review},
pubstate = {published},
tppubtype = {inproceedings}
}
Koskimaa, Raine; Välisalo, Tanja
Kulttuurin leikillistyminen ja pelillistyminen Book Section
In: Friman, Usva; Arjoranta, Jonne; Kinnunen, Jani; Heljakka, Katriina; Stenros, Jaakko (Ed.): Pelit kulttuurina, Vastapaino, 2022, ISBN: 978-951-768-965-6.
Links | Tags: Culture, Gamification, Playification
@incollection{Koskimaa2022,
title = {Kulttuurin leikillistyminen ja pelillistyminen},
author = {Raine Koskimaa and Tanja Välisalo},
editor = {Usva Friman and Jonne Arjoranta and Jani Kinnunen and Katriina Heljakka and Jaakko Stenros},
url = {https://jyx.jyu.fi/handle/123456789/80855},
isbn = {978-951-768-965-6},
year = {2022},
date = {2022-03-31},
urldate = {2022-03-31},
booktitle = {Pelit kulttuurina},
publisher = {Vastapaino},
chapter = {11},
keywords = {Culture, Gamification, Playification},
pubstate = {published},
tppubtype = {incollection}
}
Macey, Joseph; Hamari, Juho
Gamblification: A Definition Journal Article
In: New Media & Society, vol. Pre-print, 2022, ISSN: 1461-4448.
Abstract | Links | Tags: Consumption, Convergence, Decision-making, Digital games, Digital media, Gamblification, Gambling, Gamification, Loot boxes, Video games
@article{Macey2022b,
title = {Gamblification: A Definition},
author = {Joseph Macey and Juho Hamari},
url = {https://journals.sagepub.com/doi/10.1177/14614448221083903},
doi = {https://doi.org/10.1177/14614448221083903},
issn = {1461-4448},
year = {2022},
date = {2022-03-17},
journal = {New Media & Society},
volume = {Pre-print},
abstract = {In recent years, gambling has become increasingly prominent in everyday life; the term ‘gamblification’ first emerged in the late 2000s and was used to describe the colonisation of sports and sporting cultures by the gambling industry. Since that time, gamblification has been used to describe a range of phenomena in increasingly diffuse contexts; it has been variously used as a proxy for the convergence of gaming and gambling, to describe specific monetisation practices, or as a means of motivating consumer behaviours. Conceptual clarity has been further muddied by the positioning of gamblification as a form of gamification. This work provides a definition of gamblification, which draws upon and consolidates existing uses of the term while also providing a lens through which the differing aspects of gamblification can be understood and appraised. By doing so, this work will establish a clear conceptual framework, which can structure in-depth discussions of this multi-dimensional phenomenon.},
keywords = {Consumption, Convergence, Decision-making, Digital games, Digital media, Gamblification, Gambling, Gamification, Loot boxes, Video games},
pubstate = {published},
tppubtype = {article}
}
2021
Macey, Joseph
A Whole New Ball Game: The Growing Prevalence of Video Game-Related Gambling PhD Thesis
2021, ISBN: 978-952-03-2190-1.
Abstract | Links | Tags: Addiction, Betting, Cognitive bias, Consumption, Convergence, Digital media, Electronic sports, Free-to-play, Gamblification, Gambling, Gamification, Gaming, Loot boxes, MSSC, Problem gambling, Skins gambling, Video games, Virtual goods
@phdthesis{Macey2021b,
title = {A Whole New Ball Game: The Growing Prevalence of Video Game-Related Gambling},
author = {Joseph Macey},
url = {https://urn.fi/URN:ISBN:978-952-03-2191-8},
isbn = {978-952-03-2190-1},
year = {2021},
date = {2021-12-01},
publisher = {Tampere University},
abstract = {Recent decades have seen the parallel trends of the growing liberalisation of gambling practices and the increasing significance of games as both entertainment media and cultural reference points. It is, therefore, unsurprising that there has been a rapid convergence between video game play and gambling; it is a process in which traditional distinctions are becoming increasingly blurred, creating not only new activities and driving the development of new social relationships and consumption practices.
The convergence of gaming and gambling facilitated by digital technologies has become the subject of growing academic attention in in recent years, spurred by the rapidly growing social and economic impact of these digital media products. Much attention has been focused on the in-game items known as loot boxes, however, there are many more examples of gambling, and gambling-like mechanics, being used to drive player engagement and, consequently, monetisation. Concerns have been raised about such developments, with commentators arguing that they are inherently exploitative, that they normalise gambling and gambling-like interactions, and that they encourage problematic consumption.
At the time this research was conducted, there existed a significant and notable dearth of empirical work addressing video games and gambling, with what published works there were predominantly focusing on legal and regulatory issues. The aim of this dissertation, therefore, is to investigate the emerging phenomenon of video game-related gambling (such as esports betting, virtual item lotteries, loot boxes, and other emergent practices) and its connection to video gaming habits, maladaptive cognitions, and motivations for consumption of online services. The work is divided into a series of complementary perspectives that, in unison, provide both depth and breadth to the investigation.
This dissertation constitutes the first empirical work dedicated to the study of video game-related gambling as a distinct topic; previously, work in this area had addressed individual activities, for example SCG or esports betting. In particular, the articles included as part of this work were among the first to address the role of loot boxes and other virtual items in facilitating gambling related to video games, an issue which has since gathered significant attention from within academia and beyond. Furthermore, this work provides a record of video game-related gambling at a key period of its development, a time of significant change and increased attention from those both inside and outside of the video game ecosystem.
Whereas prior works had examined populations of video game players, esports fans, or gamblers, this work is the first to identify those who reside at the intersection of these groups: those who participate in video game-related gambling specifically. A particular contribution of this work has been to highlight the presence of under-age individuals in the video game-gambling ecosystem. This is a group who are often absent from such studies, despite the increased risks known to be associated with early exposure to gambling.
Building upon these areas, this dissertation includes one of the first studies of gambling-related cognitions among video gamers who gamble; as a result of this work it developed the first measure for identifying such cognitions in this population. At the same time providing knowledge which can improve established measures used to identify gambling-related cognitions in traditional gambling populations, for example in reference to the ways in which luck and skill are conceptualised.
The knowledge generated by this body of work, both practical and theoretical, has contributed greatly to understanding the relationships between video game play and gambling behaviour. It has added to the growing body of evidence which questions the perspective that playing video games contributes directly to the development of problematic gambling. Instead, it highlights the influence of contextual factors, such as the surrounding consumption cultures associated with particular games or media formats, which are of greater significance to the development of gambling behaviours, rather than simply playing games.
All four articles included in this work employ quantitative methodologies in order to gain high-level insights into the phenomenon; they are among the first empirical investigations of video game-related gambling and its varied manifestations and, as such, provide a foundation upon which further research into specific phenomena can be built, while also serving as a record of activities and behaviours during a period of notable change in the field.},
keywords = {Addiction, Betting, Cognitive bias, Consumption, Convergence, Digital media, Electronic sports, Free-to-play, Gamblification, Gambling, Gamification, Gaming, Loot boxes, MSSC, Problem gambling, Skins gambling, Video games, Virtual goods},
pubstate = {published},
tppubtype = {phdthesis}
}
The convergence of gaming and gambling facilitated by digital technologies has become the subject of growing academic attention in in recent years, spurred by the rapidly growing social and economic impact of these digital media products. Much attention has been focused on the in-game items known as loot boxes, however, there are many more examples of gambling, and gambling-like mechanics, being used to drive player engagement and, consequently, monetisation. Concerns have been raised about such developments, with commentators arguing that they are inherently exploitative, that they normalise gambling and gambling-like interactions, and that they encourage problematic consumption.
At the time this research was conducted, there existed a significant and notable dearth of empirical work addressing video games and gambling, with what published works there were predominantly focusing on legal and regulatory issues. The aim of this dissertation, therefore, is to investigate the emerging phenomenon of video game-related gambling (such as esports betting, virtual item lotteries, loot boxes, and other emergent practices) and its connection to video gaming habits, maladaptive cognitions, and motivations for consumption of online services. The work is divided into a series of complementary perspectives that, in unison, provide both depth and breadth to the investigation.
This dissertation constitutes the first empirical work dedicated to the study of video game-related gambling as a distinct topic; previously, work in this area had addressed individual activities, for example SCG or esports betting. In particular, the articles included as part of this work were among the first to address the role of loot boxes and other virtual items in facilitating gambling related to video games, an issue which has since gathered significant attention from within academia and beyond. Furthermore, this work provides a record of video game-related gambling at a key period of its development, a time of significant change and increased attention from those both inside and outside of the video game ecosystem.
Whereas prior works had examined populations of video game players, esports fans, or gamblers, this work is the first to identify those who reside at the intersection of these groups: those who participate in video game-related gambling specifically. A particular contribution of this work has been to highlight the presence of under-age individuals in the video game-gambling ecosystem. This is a group who are often absent from such studies, despite the increased risks known to be associated with early exposure to gambling.
Building upon these areas, this dissertation includes one of the first studies of gambling-related cognitions among video gamers who gamble; as a result of this work it developed the first measure for identifying such cognitions in this population. At the same time providing knowledge which can improve established measures used to identify gambling-related cognitions in traditional gambling populations, for example in reference to the ways in which luck and skill are conceptualised.
The knowledge generated by this body of work, both practical and theoretical, has contributed greatly to understanding the relationships between video game play and gambling behaviour. It has added to the growing body of evidence which questions the perspective that playing video games contributes directly to the development of problematic gambling. Instead, it highlights the influence of contextual factors, such as the surrounding consumption cultures associated with particular games or media formats, which are of greater significance to the development of gambling behaviours, rather than simply playing games.
All four articles included in this work employ quantitative methodologies in order to gain high-level insights into the phenomenon; they are among the first empirical investigations of video game-related gambling and its varied manifestations and, as such, provide a foundation upon which further research into specific phenomena can be built, while also serving as a record of activities and behaviours during a period of notable change in the field.
Wallius, Eetu; Thibault, Mattia; Apperley, Thomas H.; Hamari, Juho
Gamifying the City: E-scooters and the Critical Tensions of Playful Urban Mobility Journal Article
In: Mobilities, vol. Pre-print, pp. 1-17, 2021, ISBN: 1745-0101.
Abstract | Links | Tags: E-scooters, Gamification, Personal mobility devices, Risk perception, Urban mobility
@article{Wallius2021,
title = {Gamifying the City: E-scooters and the Critical Tensions of Playful Urban Mobility},
author = {Eetu Wallius and Mattia Thibault and Thomas H. Apperley and Juho Hamari},
doi = {10.1080/17450101.2021.1985382},
isbn = {1745-0101},
year = {2021},
date = {2021-11-01},
urldate = {2021-11-01},
journal = {Mobilities},
volume = {Pre-print},
pages = {1-17},
abstract = {This article builds on previous scholarship on urban play, playable cities, and gamification by focusing on the contemporary relationship between play and mobility in cities. The article applies Floch’s semiotic square of valorisations to urban mobility by examining the values that are employed to make sense of movement through the city. The model is developed through Caillois’ forms of play: chance, competition, simulation, and vertigo. The model of playful urban mobility is contextualized in relation to historic and contemporary forms of playful urban activity to illustrate the multiple ways in which play is valorised within mundane, everyday practices of urban mobility. The tensions between playful and practical consequences of these different valorisations of play are located and expanded through a case study of the uptake of the e-scooter drawing on news coverage and promotional materials. The case of the e-scooter illustrates how playful urban mobility marks new connections between civic concerns of data security, physical safety, inclusivity, and urban sustainability, in the field of mobility. The key contribution of this article is an applied model of playful urban mobility which uses the e-scooter to illustrate the potential critical tensions that characterise playful and gamified forms of mobility and transportation.},
keywords = {E-scooters, Gamification, Personal mobility devices, Risk perception, Urban mobility},
pubstate = {published},
tppubtype = {article}
}
Hassan, Lobna; Deterding, Sebastian; Harviainen, J. Tuomas; Hamari, Juho
Fighting Post-truth with Fiction: An Inquiry into Using Storification and Embodied Narratives for Evidence-Based Civic Participation Journal Article
In: Storyworlds, vol. 11, iss. 1, pp. 51-78, 2021, ISSN: 2156-7204.
Abstract | Links | Tags: Civic participation, E-participation, Gamification, Post-truth, Storification
@article{Hassan2021,
title = {Fighting Post-truth with Fiction: An Inquiry into Using Storification and Embodied Narratives for Evidence-Based Civic Participation},
author = {Lobna Hassan and Sebastian Deterding and J. Tuomas Harviainen and Juho Hamari},
url = {https://urn.fi/URN:NBN:fi:tuni-202108106489
},
doi = {10.1353/stw.2019.0000},
issn = {2156-7204},
year = {2021},
date = {2021-08-10},
journal = {Storyworlds},
volume = {11},
issue = {1},
pages = {51-78},
abstract = {Post-truth politics have thrived in the shape of fake news and the feeding of divisive emotional nar- ratives. While stories with strong emotional appeal can mobilize, their current post-truth form erodes the ideals of democracy. Some have called to counter the post-truth populism with evidence-based participa- tion, both online and offline. However, such initiatives overlook that human cognition is constitutively narra- tive and emotional and so are practices of deliberative, participatory democracy. A more viable strategy is to embrace emotional narratives and to mobilize civic participation in forms aligned with democratic ideals through evidence-based storification and gamifica- tion. As such, the attraction to emotional narratives becomes a positive force toward evidence-based en- gagement. To further strengthen the implementation of evidence-based, narrativist, deliberative democracy, we employ and propose the analytical frameworks of (1) storification, the use of explicit emotional narra- tive for engagement purposes; and (2) embodied narratives, the implicit narratives conveyed by the very existence of narratives. Accordingly, we discuss partic- ipation initiatives that highlight the potential of these analytical and design frameworks in positively influ- encing civic engagement.
},
keywords = {Civic participation, E-participation, Gamification, Post-truth, Storification},
pubstate = {published},
tppubtype = {article}
}
Hassan, Lobna; Leigh, Elyssebeth
Do You Have a Moment to Increase World Awesome?: Game-Based Engagement with Social Change Book Section
In: Spanellis, Agnessa; Harviainen, J. Tuomas (Ed.): Transforming Society and Organizations through Gamification: From the Sustainable Development Goals to Inclusive Workplaces, pp. 49-65, Springer International, 2021, ISBN: 9783030682064.
Abstract | Links | Tags: Gamification, Goal-setting, Long-term engagement, Prosocial behaviour
@incollection{Hassan2021b,
title = {Do You Have a Moment to Increase World Awesome?: Game-Based Engagement with Social Change},
author = {Lobna Hassan and Elyssebeth Leigh},
editor = {Agnessa Spanellis and J. Tuomas Harviainen},
doi = {10.1007/978-3-030-68207-1_4},
isbn = {9783030682064},
year = {2021},
date = {2021-05-08},
booktitle = {Transforming Society and Organizations through Gamification: From the Sustainable Development Goals to Inclusive Workplaces},
pages = {49-65},
publisher = {Springer International},
abstract = {Altruistic, prosocial activities intended for social change are essential to the continuance of societies. These activities, however, require time, coordination and re-direction of resources toward communal rather than individual goals. With the prevalence of hedonism in many societies, recruiting participants and getting resources for altruistic, prosocial activities have become challenging. This chapter draws a parallel between playing of (video) games and engagement with altruistic, prosocial activities. We argue that both can and often do involve similar mechanics and psychological rewards. Accordingly, we examine two examples of social change communities that have managed to remain active and affect a level of social change over an extended period of time. The two communities examined, Nerdfighteria and a Change.org campaign for the “Bilo family” in Australia, are of similar social purposes, although of different sizes and locality. Through this analysis, we highlight how practices of game-based engagement can be utilized to engage individuals with social change.
},
keywords = {Gamification, Goal-setting, Long-term engagement, Prosocial behaviour},
pubstate = {published},
tppubtype = {incollection}
}
Thibault, Mattia; Hamari, Juho
Seven Points to Reappropriate Gamification Book Section
In: Spanellis, Agnessa; Harviainen, J. Tuomas (Ed.): Transforming Society and Organizations through Gamification, pp. 11-28, Springer International, 2021, ISBN: 9783030682064.
Abstract | Links | Tags: Culture, Design, Gamification, Practice, Research
@incollection{Thibault2021d,
title = {Seven Points to Reappropriate Gamification},
author = {Mattia Thibault and Juho Hamari},
editor = {Agnessa Spanellis and J. Tuomas Harviainen
},
doi = {10.1007/978-3-030-68207-1_2},
isbn = {9783030682064},
year = {2021},
date = {2021-05-08},
booktitle = {Transforming Society and Organizations through Gamification},
pages = {11-28},
publisher = {Springer International},
abstract = {Games have always been everywhere. This is increasingly so because of the expanding pervasiveness of games in contemporary culture, shift to post-industrial era and the general awakening to the importance of human motivation, creativity and empowerment in the context of today’s human pursuits. This sudden but explosively expanding trend of gamification of our reality has suffered from growing pains, which has led to polarized, ideological and opportunistic discussions, narrative and debate about what gamification is, how it should be defined, how it should be applied (if at all), where it should be applied as well as about its overall ethical and societal premise and scope. In this chapter, we attempt to make sense of some of the prevailing foci of this discussion during the early growing pains of the development of gamification. We feel that this sense-making effort is crucial for a mature, constructive and healthy development of increasing pervasiveness of gamification, which commands an increasing meaning and importance in our daily lives. Therefore, in this chapter we wish to reclaim the discussion and help redirect it to its constructive rails and to save it from the dangers of Luddism toward ludism.
},
keywords = {Culture, Design, Gamification, Practice, Research},
pubstate = {published},
tppubtype = {incollection}
}
Lu, Chien; Buruk, Oğuz; Hassan, Lobna; Nummenmaa, Timo; Peltonen, Jaakko
"Switch" Up Your Exercise: An Empirical Analysis of Online User Discussion of the Ring Fit Adventure Exergame Proceedings Article
In: Bujić, Mila; Koivisto, Jonna; Hamari, Juho (Ed.): Proceedings of the 5th International GamiFIN Conference Levi, Finland, April 7-9, 2021, pp. 70-79, CEUR-WS, 2021, ISSN: 1613-0073.
Abstract | Links | Tags: Adoption, Exergames, Fitness, Gameful experience, Gamification, Technology, Wearables
@inproceedings{Lu2021,
title = {"Switch" Up Your Exercise: An Empirical Analysis of Online User Discussion of the Ring Fit Adventure Exergame},
author = {Chien Lu and Oğuz Buruk and Lobna Hassan and Timo Nummenmaa and Jaakko Peltonen},
editor = {Mila Bujić and Jonna Koivisto and Juho Hamari},
url = {https://urn.fi/URN:NBN:fi:tuni-202108176589},
issn = {1613-0073},
year = {2021},
date = {2021-04-07},
urldate = {2021-04-07},
booktitle = {Proceedings of the 5th International GamiFIN Conference Levi, Finland, April 7-9, 2021},
pages = {70-79},
publisher = {CEUR-WS},
abstract = {Exercise games (exergames) gamify the activity of exercising and are a growing trend with a corresponding growing online community and culture. The hugely popular recent Ring fit Adventure exemplifies this and enables study of player's perceptions of the game and themselves in relation to exergaming and its community. We focus on a subreddit /r/RingFitAdventure. Topics ranging from social influences to design features are discovered. The implications of those topics to a variety of gamification notions are analyzed and discussed. The findings can facilitate and inspire future gamification design and research.},
keywords = {Adoption, Exergames, Fitness, Gameful experience, Gamification, Technology, Wearables},
pubstate = {published},
tppubtype = {inproceedings}
}
Thibault, Mattia; Legaki, Nikoletta Zampeta; Buruk, Oğuz; Hamari, Juho
Etsijä's Call: Gamifying Virtual Conferences with Alternate Reality Games Proceedings Article
In: Bujić, Mila; Koivisto, Jonna; Hamari, Juho (Ed.): Proceedings of the 5th International GamiFIN Conference Levi, Finland, April 7-9, 2021, pp. 160-169, CEUR-WS, 2021, ISSN: 1613-0073.
Abstract | Links | Tags: Alternate reality games, Conference game, Conference participation, Engagement, Gamification, Online conferences
@inproceedings{Thibault2021e,
title = {Etsijä's Call: Gamifying Virtual Conferences with Alternate Reality Games},
author = {Mattia Thibault and Nikoletta Zampeta Legaki and Oğuz Buruk and Juho Hamari},
editor = {Mila Bujić and Jonna Koivisto and Juho Hamari},
url = {https://urn.fi/URN:NBN:fi:tuni-202106296125},
issn = {1613-0073},
year = {2021},
date = {2021-04-07},
urldate = {2021-04-07},
booktitle = {Proceedings of the 5th International GamiFIN Conference Levi, Finland, April 7-9, 2021},
pages = {160-169},
publisher = {CEUR-WS},
abstract = {Gamification has spread into almost all scientific fields as a way to achieve beneficial outcomes such as productivity, engagement, learning and health. However, gamification has been less applied into enhancing scientific process and science communication themselves. As a case in point, in this paper we demonstrate how an international gamification conference was gamified through Etsija's Call, a mysterious Alternate Reality Conference Game, to enhance conference engagement, create a positive mood for livelier communication and networking as well as to build a communal spirit among participants. The international GamiFIN conference 2020 was held online due to COVID-19. Therefore, the present paper also contributes to the growing literature on remote work and online research and dissemination practices. In this research effort, we employ both design science and mixed-method empirical work (N=47). First, we outline the process and materials involved in the ideation, design and implementation of the game, secondly, we outline the thematic analysis (n=17) of materials gathered throughout the conference from interaction with the game, and thirdly, we report preliminary results of the adapted Gameful Experience Questionnaire (GAMEFULQUEST) based on the participants' experience (n=6) and the game's probable influence on the conference experience (n=13). Our preliminary analyses show that conference participants had a meaningful interaction with the game which further enabled them to engage with several conference facets, situations and participants as indicated by the qualitative analysis of participants' interactions with the game. Moreover, the preliminary quantitative analyses based on the responses on the GAMEFULQUEST indicate that respondents had had a positive gameful experience as a consequence of interacting with Etsija's Call While the present study was preliminary and a first pilot of the conference game, future research on Etsija's Call and other similar implementations should attempt to increase the volume of the investigation in terms of participants.},
keywords = {Alternate reality games, Conference game, Conference participation, Engagement, Gamification, Online conferences},
pubstate = {published},
tppubtype = {inproceedings}
}
Thibault, Mattia; Buruk, Oğuz; Hassan, Lobna; Hamari, Juho
Anagenesis: A Framework for Gameful, Playful and Democratic Future Smart Cities Book Section
In: Vesa, Mikko (Ed.): Organizational Gamification: Theories and Practices of Ludified Work in Late Modernity, pp. 201-229, Taylor & Francis, 2021, ISBN: 9780367321185.
Abstract | Tags: Augmented cities technologies, DIY urbanism, E-participation, Gamification, Smart city, Urban play
@incollection{Thibault2021b,
title = {Anagenesis: A Framework for Gameful, Playful and Democratic Future Smart Cities},
author = {Mattia Thibault and Oğuz Buruk and Lobna Hassan and Juho Hamari},
editor = {Mikko Vesa},
isbn = {9780367321185},
year = {2021},
date = {2021-02-25},
urldate = {2021-02-25},
booktitle = {Organizational Gamification: Theories and Practices of Ludified Work in Late Modernity},
pages = {201-229},
publisher = {Taylor & Francis},
abstract = {This chapter aims to go beyond extant gameful and playful approaches of urban management and governance by identifying the benefits and detriments in current approaches as well as elevating those benefits into a combined juxtaposed future vision of a playfully co-created city, Anagenesis. We ground our framework in the foundation laid out by three separate gameful phenomena: gamified e-participation, urban play initiatives (such as parkour or DIY urbanism) and games based on augmented cities technologies. We argue that while these separate phenomena all have their benefits and detriments, in democratic, playful and technologically enhanced activities organization, in meaningful combination, they provide an efficient and ethical way of engaging citizens in decisions regarding city-making and urban design.},
keywords = {Augmented cities technologies, DIY urbanism, E-participation, Gamification, Smart city, Urban play},
pubstate = {published},
tppubtype = {incollection}
}
Arjoranta, Jonne; Koskimaa, Raine; Siitonen, Marko
Immersive Gaming as Journalism Book Section
In: Uskali, Turo; Gynnhild, Astrid; Jones, Sarah; Sirkkunen, Esa (Ed.): Immersive Journalism as Storytelling: Ethics, Production, and Design, pp. 136-147, Routledge, 2021, ISBN: 978-1-138-33764-0.
Abstract | Links | Tags: Augmented reality, Digital games, Digital technology, Gamification, Immersiivinen journalismi, Immersion, Immersive gaming, Immersive technology, Journalism, Osallistaminen, Virtual reality
@incollection{Arjoranta2021,
title = {Immersive Gaming as Journalism},
author = {Jonne Arjoranta and Raine Koskimaa and Marko Siitonen},
editor = {Turo Uskali and Astrid Gynnhild and Sarah Jones and Esa Sirkkunen},
url = {http://urn.fi/URN:NBN:fi:jyu-202005043035},
doi = {10.4324/9780429437748-15},
isbn = {978-1-138-33764-0},
year = {2021},
date = {2021-01-13},
booktitle = {Immersive Journalism as Storytelling: Ethics, Production, and Design},
pages = {136-147},
publisher = {Routledge},
abstract = {As a field, journalism constantly strives to connect with its audiences and find ways to utilize emerging media technologies in its operations. Sometimes this is done simply to reach audiences that have ceased to use traditional media, or to invite new audiences in, but often it is also a matter of perceived benefits related to using the affordances of certain technological solutions. One recent example is the interest surrounding the concept of immersion. For example, recent research has explored the question of whether there is a connection between the immersiveness of a technology and the users’ empathetic responses (Archer & Finger 2018; Herrera et al. 2018). While some of these explorations are done specifically within the context of journalism, there is a considerable amount of overlap between different fields of interest, warranting a broader look at how the concept of immersion has been theorized.
},
keywords = {Augmented reality, Digital games, Digital technology, Gamification, Immersiivinen journalismi, Immersion, Immersive gaming, Immersive technology, Journalism, Osallistaminen, Virtual reality},
pubstate = {published},
tppubtype = {incollection}
}
2020
Hassan, Lobna; Hamari, Juho
Gameful Civic Engagement: A Review of the Literature on Gamification of E-participation Journal Article
In: Government Information Quarterly, vol. 37, iss. 3, pp. 101461, 2020, ISSN: 0740-624X.
Abstract | Links | Tags: Civic engagement, E-participation, Games, Gamification, Governance, Policy making
@article{Hassan2020b,
title = {Gameful Civic Engagement: A Review of the Literature on Gamification of E-participation},
author = {Lobna Hassan and Juho Hamari},
url = {https://urn.fi/urn:nbn:fi:tuni-202009177034},
doi = {10.1016/j.giq.2020.101461},
issn = {0740-624X},
year = {2020},
date = {2020-07-01},
journal = {Government Information Quarterly},
volume = {37},
issue = {3},
pages = {101461},
abstract = {With increased digitalization, governments and public institutes became potentially better able to practice fuller and wider ranges of democratic governance through e.g., e-participation. E-participation, as any means of engagement with the common good, is, however, a difficult area of human motivation as it can be seen to exist outside the common hurdles of the everyday life and where the effects of participation are often invisible or take a long time to materialize. Recent trends of digitalization, such as gamification: a popular approach for stimulating motivation, have been proposed as remedies to foster e-participation. A plethora of applications and research has emerged related to gamified e-participation. However, there is currently a dearth in our knowledge of how gamification is being applied, researched or what its possible positive and negative outcomes can be. This study employed a systematic literature review approach in order to summarize research and findings on gamified e-participation. 66 papers were reviewed, the majority of which indicated that gamified e-participation is linked to increased engagement, motivation, civic learning and enjoyment amongst other outcomes. Nonetheless, question remains as to ethical and inclusive gamification, for which, this research provides directions for future research.},
keywords = {Civic engagement, E-participation, Games, Gamification, Governance, Policy making},
pubstate = {published},
tppubtype = {article}
}
Ferrer-Conill, Raul; Foxman, Maxwell; Jones, Janet; Sihvonen, Tanja; Siitonen, Marko
Playful Approaches to News Engagement Journal Article
In: Convergence: The International Journal of Research into New Media Technologies, vol. 26, iss. 3, pp. 457-469, 2020, ISBN: 1354-8565.
Abstract | Links | Tags: Engagement, Games, Gamification, Institutional logics, Journalism, Ludic, News, Newsgames, Playfulness
@article{Ferrer-Conill2020,
title = {Playful Approaches to News Engagement},
author = {Raul Ferrer-Conill and Maxwell Foxman and Janet Jones and Tanja Sihvonen and Marko Siitonen},
url = {http://urn.fi/URN:NBN:fi:jyu-202005193312},
doi = {10.1177/1354856520923964},
isbn = {1354-8565},
year = {2020},
date = {2020-06-01},
journal = {Convergence: The International Journal of Research into New Media Technologies},
volume = {26},
issue = {3},
pages = {457-469},
abstract = {From crossword puzzles and quizzes to more complex gamification strategies and serious newsgames, legacy media has long explored ways to deploy playful approaches to deliver their content and engage with the audience. We examine how news and games fit together when news organizations, game creators and news audiences welcome gameful forms of communication and participation. Moreover, we reflect on the theoretical and empirical significance of merging news with games as a way to reformulate normative assumptions, production practices and consumption patterns. As a result, the boundaries between journalism and game’s logics start to erode, and they begin to find new ways of converging.},
keywords = {Engagement, Games, Gamification, Institutional logics, Journalism, Ludic, News, Newsgames, Playfulness},
pubstate = {published},
tppubtype = {article}
}
Hassan, Lobna; Rantalainen, Jere; Xi, Nannan; Pirkkalainen, Henri; Hamari, Juho
The Relationship Between Player Types and Gamification Feature Preferences Proceedings Article
In: Koivisto, Jonna; Bujić, Mila; Hamari, Juho (Ed.): Proceedings of the 4th International GamiFIN Conference, pp. 11-20, CEUR-WS, 2020, ISSN: 1613-0073.
Abstract | Links | Tags: Gamification, Personalization, Player types
@inproceedings{Hassan2020e,
title = {The Relationship Between Player Types and Gamification Feature Preferences},
author = {Lobna Hassan and Jere Rantalainen and Nannan Xi and Henri Pirkkalainen and Juho Hamari},
editor = {Jonna Koivisto and Mila Bujić and Juho Hamari
},
url = {https://urn.fi/URN:NBN:fi:tuni-202008316765},
issn = {1613-0073},
year = {2020},
date = {2020-04-01},
booktitle = {Proceedings of the 4th International GamiFIN Conference},
pages = {11-20},
publisher = {CEUR-WS},
abstract = {In this study, we investigate how users’ general gaming preferences (i.e. on dimensions of achievement, immersion and social orientations) are related to their perception of the (enjoyment, usefulness, ethicalness motivationability and continued use) of different gamification features. The study was amongst 144 students as a vignette study, framed in the context of gamification of the Moodle educational platform. The results show that, while achievement–orientation in gaming preferences is positively associated with perceptions of achievement–related gamification features, immersion and social gaming orientations had little, if any, positive associations with the different perceptions related to gamification features. While the results indicate that achievement-related gamification may be preferred by achievement-oriented players, overall players’ gaming preferences types may not be a comprehensive predictor for gamification preferences.},
keywords = {Gamification, Personalization, Player types},
pubstate = {published},
tppubtype = {inproceedings}
}
Hassan, Lobna; Jylhä, Henrietta; Sjöblom, Max; Hamari, Juho
Research Output Search Results Flow in VR: A Study on the Relationships Between Preconditions, Experience and Continued Use Proceedings Article
In: Bui, Tung X. (Ed.): Proceedings of 53rd Hawaii International Conference on System Sciences (HICSS’53), pp. 1196-1205, IEEE Computer Society, 2020, ISSN: 1530-1605.
Abstract | Links | Tags: Continued use, Flow, Gamification, User experience, Virtual reality, VR
@inproceedings{Hassan2020c,
title = { Research Output Search Results Flow in VR: A Study on the Relationships Between Preconditions, Experience and Continued Use},
author = {Lobna Hassan and Henrietta Jylhä and Max Sjöblom and Juho Hamari},
editor = {Tung X. Bui},
url = {https://urn.fi/URN:NBN:fi:tuni-202101151368},
doi = {10.24251/HICSS.2020.149},
issn = {1530-1605},
year = {2020},
date = {2020-01-07},
urldate = {2020-01-07},
booktitle = {Proceedings of 53rd Hawaii International Conference on System Sciences (HICSS’53)},
pages = {1196-1205},
publisher = {IEEE Computer Society},
abstract = {Flow is characterized as an autotelic experience where action and awareness merge, there is high concentration on task and little attention is paid to time or self. It is believed that VR has a powerful affordance for inducing the flow state, as VR is, at least anecdotally, a technology that transports users to immersive realities, which can facilitate flow. However, VR imposes usability challenges that may inhibit flow. This research investigates flow in VR and its characteristics, determinants and outcomes through a survey (n = 681) and Structural Equation Modeling (SEM). The results indicate that flow in VR is positively association with intentions to continue VR use and longer VR sessions.},
keywords = {Continued use, Flow, Gamification, User experience, Virtual reality, VR},
pubstate = {published},
tppubtype = {inproceedings}
}
Hassan, Lobna; Xi, Nannan; Gurkan, Bahadir; Koivisto, Jonna; Hamari, Juho
Gameful Self-Regulation: A Study on How Gamified Self-Tracking Features Evoke Gameful Experiences Proceedings Article
In: Bui, Tung X. (Ed.): Proceedings of the 53rd Annual Hawaii International Conference on System Sciences, HICSS 2020, pp. 1103-1112, IEEE Computer Society, 2020, ISSN: 1530-1605.
Abstract | Links | Tags: Gamefulness, Gamification, Gamified exercise, Goal-setting, Self-regulation
@inproceedings{Hassan2020d,
title = {Gameful Self-Regulation: A Study on How Gamified Self-Tracking Features Evoke Gameful Experiences},
author = {Lobna Hassan and Nannan Xi and Bahadir Gurkan and Jonna Koivisto and Juho Hamari},
editor = {Tung X. Bui},
url = {https://urn.fi/URN:NBN:fi:tuni-202110207719},
doi = {10.24251/HICSS.2020.138},
issn = {1530-1605},
year = {2020},
date = {2020-01-07},
booktitle = {Proceedings of the 53rd Annual Hawaii International Conference on System Sciences, HICSS 2020},
pages = {1103-1112},
publisher = {IEEE Computer Society},
abstract = {Gamification has become one of the top engagement technology trends of recent times. It refers to designing and transforming systems, services, and activities to afford gameful experiences as good games do, commonly implemented through the utilization of familiar features from games. However, one of the persistent problems in academia and practice has been the lack of understanding of which systems features are more or less prone to facilitate which dimensions of the gameful experience. We investigate the relationships between user interaction with features related to goal-setting, self-tracking as well as prompts, and gameful experiences (accomplishment, challenge, competition, guidance, immersion, playfulness, and sociability) through a survey (N=201) in a gamified exercise service. Goal-setting and prompt features were positively associated with most dimensions of the gameful experience whereas self-tracking features were negatively associated with immersion and sociability while positively associated with feelings of accomplishment.},
keywords = {Gamefulness, Gamification, Gamified exercise, Goal-setting, Self-regulation},
pubstate = {published},
tppubtype = {inproceedings}
}
2019
Arjoranta, Jonne; Friman, Usva; Koskimaa, Raine; Mäyrä, Frans; Sotamaa, Olli; Suominen, Jaakko
Pelitutkimuksen vuosikirja 2019 Book
Pelitutkimuksen seura ry, 2019, ISSN: 1798-355X.
Abstract | Links | Tags: Death, Gamification, Geocaching, Geokätköily, Kuolema, Larp, Live-action role playing, Location-based game, Mourning, Muistelutyö, Paikkasidonnainen pelaaminen, Pelillistyminen, Reminiscence work, Suru, Video games, Videopelit
@book{Arjoranta2019b,
title = {Pelitutkimuksen vuosikirja 2019},
author = {Jonne Arjoranta and Usva Friman and Raine Koskimaa and Frans Mäyrä and Olli Sotamaa and Suominen, Jaakko},
url = {https://www.pelitutkimus.fi/vuosikirja-2019},
issn = {1798-355X},
year = {2019},
date = {2019-12-18},
publisher = {Pelitutkimuksen seura ry},
abstract = {Pelitutkimuksen vuosikirja on vertaisarvioitu, avoin tiedejulkaisu. Pelitutkimus on sekä monitieteinen tutkimusala että nuori akateeminen oppiaine, jonka parissa toimivien tutkijoiden huomion keskiössä on digitaalisten pelien erityisluonne. Suomessa tehdään korkeatasoista pelitutkimusta, jonka tulokset julkaistaan pääasiassa kansainvälisillä foorumeilla. Pelitutkimuksen vuosikirja tuo uusimpia tutkimustuloksia yleisön saataville myös suomeksi.
Pelitutkimuksen vuosikirjan 2019 aloittaa Joelssonin ja Reunasen tutkimusartikkeli, joka yhdistää pelitutkimusta kuolemantutkimukseen. Joelsson ja Reunanen korostavat, miten kuolema ja kuoleminen ovat keskeinen, jopa itsestäänselvä osa useimpia pelejä, mutta tutkimus on toistaiseksi kommentoinut aihetta vain vähän. He analysoivat, miten kuoleminen, hautaaminen ja sureminen näkyvät erilaisissa peleissä 1980-luvulta 2010-luvulle.
Vuosikirjan katsausartikkelit käsittelevät liveroolipelaamisen käyttämistä muistelutyön menetelmänä ja geokätköilyn taiteellistamista. Vuosikirja sisältää myös kaksi kirja-arviota, kirjoista Role-playing Game Studies: Transmedia Foundations (2018) ja Gaming the Iron Curtain: How Teenagers and Amateurs in Communist Czechoslovakia Claimed the Medium of Computer Games (2018), sekä pelitutkimukseen liittyvän lektion.},
keywords = {Death, Gamification, Geocaching, Geokätköily, Kuolema, Larp, Live-action role playing, Location-based game, Mourning, Muistelutyö, Paikkasidonnainen pelaaminen, Pelillistyminen, Reminiscence work, Suru, Video games, Videopelit},
pubstate = {published},
tppubtype = {book}
}
Pelitutkimuksen vuosikirjan 2019 aloittaa Joelssonin ja Reunasen tutkimusartikkeli, joka yhdistää pelitutkimusta kuolemantutkimukseen. Joelsson ja Reunanen korostavat, miten kuolema ja kuoleminen ovat keskeinen, jopa itsestäänselvä osa useimpia pelejä, mutta tutkimus on toistaiseksi kommentoinut aihetta vain vähän. He analysoivat, miten kuoleminen, hautaaminen ja sureminen näkyvät erilaisissa peleissä 1980-luvulta 2010-luvulle.
Vuosikirjan katsausartikkelit käsittelevät liveroolipelaamisen käyttämistä muistelutyön menetelmänä ja geokätköilyn taiteellistamista. Vuosikirja sisältää myös kaksi kirja-arviota, kirjoista Role-playing Game Studies: Transmedia Foundations (2018) ja Gaming the Iron Curtain: How Teenagers and Amateurs in Communist Czechoslovakia Claimed the Medium of Computer Games (2018), sekä pelitutkimukseen liittyvän lektion.
Heljakka, Katriina; Ihamäki, Pirita; Tuomi, Pauliina; Saarikoski, Petri
Gamified Coding: Toy Robots and Playful Learning in Early Education Proceedings Article
In: 2019 International Conference on Computational Science and Computational Intelligence (CSCI), pp. 800-805, IEEE, 2019, ISBN: 978-1-7281-5584-5.
Abstract | Links | Tags: Coding, Computer programming, Gamification, Physical play, Toy robots
@inproceedings{Heljakka2019b,
title = {Gamified Coding: Toy Robots and Playful Learning in Early Education},
author = {Katriina Heljakka and Pirita Ihamäki and Pauliina Tuomi and Petri Saarikoski},
doi = {10.1109/CSCI49370.2019.00152},
isbn = {978-1-7281-5584-5},
year = {2019},
date = {2019-12-05},
booktitle = {2019 International Conference on Computational Science and Computational Intelligence (CSCI)},
pages = {800-805},
publisher = {IEEE},
abstract = {This paper explores the activity of coding with smart toy robots Dash and Botley as a part of playful learning in the Finnish early education context. The findings of our study demonstrate how coding with the two toy robots was approached, conducted and played by Finnish preschoolers aged 5-6 years. The main conclusion of the study is that preschoolers used the toy robots with affordances related to coding mainly in developing gamified play around them by designing tracks for the toys, programming the toys to solve obstacle paths, and competing in player-generated contests of dexterity, speed and physically mobile play.},
keywords = {Coding, Computer programming, Gamification, Physical play, Toy robots},
pubstate = {published},
tppubtype = {inproceedings}
}
Harviainen, J. Tuomas; Meriläinen, Mikko
Educational Gamification: Challenges to Overcome and to Enjoy Book Section
In: Hamada, Ryoju; Soranastaporn, Songsri; Kanegae, Hidehiko; Dumrongrojwatthana, Pongchai; Chaisanit, Settachai; Rizzi, Paola; Dumblekar, Vinod (Ed.): Neo-Simulation and Gaming Toward Active Learning, pp. 553-560, Springer Singapore, 2019, ISBN: 9789811380389.
Abstract | Links | Tags: Educational gaming, Gamification, Learning, Reflection
@incollection{Harviainen2019c,
title = {Educational Gamification: Challenges to Overcome and to Enjoy},
author = {J. Tuomas Harviainen and Mikko Meriläinen},
editor = {Ryoju Hamada and Songsri Soranastaporn and Hidehiko Kanegae and Pongchai Dumrongrojwatthana and Settachai Chaisanit and Paola Rizzi and Vinod Dumblekar},
url = {https://urn.fi/URN:NBN:fi:tuni-201911266293},
doi = {10.1007/978-981-13-8039-6_51},
isbn = {9789811380389},
year = {2019},
date = {2019-10-09},
urldate = {2019-10-09},
booktitle = {Neo-Simulation and Gaming Toward Active Learning},
pages = {553-560},
publisher = {Springer Singapore},
abstract = {This paper presents a critical viewpoint on educational gamification, an understudied field filled with hyperbole and hollow sales pitches, as well as solid research. By reviewing existing research in the context of Landers’ theory of gamified learning, it discusses three underlying, important elements that need to be taken into account: engagement, challenge, and reflection, as well as the interconnections between them. As a result, it suggests ways for more efficient deployment of gamification for educational purposes.},
keywords = {Educational gaming, Gamification, Learning, Reflection},
pubstate = {published},
tppubtype = {incollection}
}
Heljakka, Katriina; Ihamäki, Pirita
N 61° 29.330 E 021° 47.580 Sigrid-Secrets: Gamifying Art Experiences Through Geocaching Book Section
In: Diaz, Lily; Dragu, Magda; Eilittä, Leena (Ed.): Adaptation and Convergence of Media: ´High´Culture Intermediality versus Popular Culture Intermediality, pp. 220-241, Aalto University Press, 2019, ISBN: 978-952-60-8311-7.
Abstract | Tags: Art experience, Gamification, Geocaching, Sigrid-Secrets, Urban gamification
@incollection{Heljakka2019c,
title = {N 61° 29.330 E 021° 47.580 Sigrid-Secrets: Gamifying Art Experiences Through Geocaching},
author = {Katriina Heljakka and Pirita Ihamäki},
editor = {Lily Diaz and Magda Dragu and Leena Eilittä},
isbn = {978-952-60-8311-7},
year = {2019},
date = {2019-07-22},
booktitle = {Adaptation and Convergence of Media: ´High´Culture Intermediality versus Popular Culture Intermediality},
pages = {220-241},
publisher = {Aalto University Press},
abstract = {In this study we explore the convergence of art and game present in the so-called ‘gamification’ the Sigrid-Secrets, an urban geocaching trail. The starting point for our investigation is the idea that the participants to the ‘gamified’ art experience are committed to interact with the visual artworks they encounter and share their experiences with the other users. By closely studying this game, we get a better insight into the concept of gamification, which allows its users to engage with both art and game (i.e. digital technologies) simultaneously.},
keywords = {Art experience, Gamification, Geocaching, Sigrid-Secrets, Urban gamification},
pubstate = {published},
tppubtype = {incollection}
}
Harviainen, J. Tuomas; Hassan, Lobna
Governmental Service Gamification: Central Concepts Journal Article
In: International Journal of Innovation in the Digital Economy (IJIDE), vol. 10, iss. 3, pp. 1-12, 2019, ISSN: 1947-8305.
Abstract | Links | Tags: Gamification, Government services, Public sector, Public services, Theory development
@article{Harviainen2019b,
title = {Governmental Service Gamification: Central Concepts},
author = {J. Tuomas Harviainen and Lobna Hassan},
url = {https://urn.fi/URN:NBN:fi:tuni-201907162617},
doi = {10.4018/IJIDE.2019070101},
issn = {1947-8305},
year = {2019},
date = {2019-07-16},
journal = {International Journal of Innovation in the Digital Economy (IJIDE)},
volume = {10},
issue = {3},
pages = {1-12},
abstract = {The introduction of gamification of governmental services is a topic of interest to policy makers and gamification researchers and practitioners alike. Nonetheless, governmental gamification still remains an understudied area, despite the practical governmental gamification initiatives already taking place, facing increased implementation risks from the lack of guiding implementation principles. Such risks and lack of unified guidelines for governmental gamification necessitates the examination of governmental gamification from the perspective of existing knowledge to synthesize key knowledge fathered on its implementation. This article examines existing research in order to provide guidelines for applying gamification in government services. By using a combination of research on gamification in civic engagement and the Gamified Service Framework of Klapztein and Cipolla, the article creates a basic roadmap for recognizing factors that need to be considered when applying gamification techniques and methods in government services and the public sector in general.},
keywords = {Gamification, Government services, Public sector, Public services, Theory development},
pubstate = {published},
tppubtype = {article}
}
Leorke, Dale
Reappropriating, Reconfiguring and Augmenting the Smart City Through Play Book Section
In: Nijholt, Anton (Ed.): Making Smart Cities More Playable: Exploring Playable Cities, pp. 51-70, Springer Singapore, 2019, ISBN: 9789811397646.
Abstract | Links | Tags: Civic engagement, Counterplay, Gamification, Play, Playable cities, Psychogeography, Smart city
@incollection{Leorke2019,
title = {Reappropriating, Reconfiguring and Augmenting the Smart City Through Play},
author = {Dale Leorke},
editor = {Anton Nijholt},
url = {https://urn.fi/URN:NBN:fi:tuni-202101131251},
doi = {10.1007/978-981-13-9765-3_3},
isbn = {9789811397646},
year = {2019},
date = {2019-06-23},
booktitle = {Making Smart Cities More Playable: Exploring Playable Cities},
pages = {51-70},
publisher = {Springer Singapore},
abstract = {This chapter examines the growing intersection of digital games and the ‘smart city’ model. It explores the various ways that games and playful practices can alternately support, challenge, or counter the push to instrumentalise, optimise, and ‘program’ the city through ubiquitous smart technologies and ‘sentient’ infrastructure. I begin with a brief overview of the smart city model and how digital games figure into its economic and cultural policies. I then examine current debates around how games and play might more broadly contribute to and counteract the smart city approach, through an analysis of different groups and movements that propose themselves as playful ‘alternatives’ to the smart city. I outline three broad conceptual categories into which these alternatives fit, which alternately propose to reappropriate, reconfigure, and augment the smart city. In doing so, I connecting each of these approaches not only to contemporary discourses around urban policy, but also historical and present visions of play in urban space.},
keywords = {Civic engagement, Counterplay, Gamification, Play, Playable cities, Psychogeography, Smart city},
pubstate = {published},
tppubtype = {incollection}
}
Xi, Nannan; Hamari, Juho
Does Gamification Satisfy Needs? A Study on the Relationship Between Gamification Features and Intrinsic Need Satisfaction Journal Article
In: International Journal of Information Management, vol. 46, pp. 210-221, 2019, ISSN: 0268-4012.
Abstract | Links | Tags: Gamification, Intrinsic motivation, Motivational information system, Persuasive technology, Social networking
@article{Xi2019,
title = {Does Gamification Satisfy Needs? A Study on the Relationship Between Gamification Features and Intrinsic Need Satisfaction},
author = {Nannan Xi and Juho Hamari},
doi = {10.1016/j.ijinfomgt.2018.12.002},
issn = {0268-4012},
year = {2019},
date = {2019-06-01},
journal = {International Journal of Information Management},
volume = {46},
pages = {210-221},
abstract = {Gamification is increasingly used as an essential part of today’s services, software and systems to engage and motivate users, as well as to spark further behaviors. A core assumption is that gamification should be able to increase the ability of a system or a service to satisfy intrinsic needs, and thereby the autotelicy of use as well as consequent change in beneficial behaviors. However, beyond these optimistic expectations, there is a dearth of empirical evidence on how different gamification features satisfy different dimensions intrinsic needs. Therefore, in this study we investigate the relationships between the user (N = 824) interactions with gamification features (immersion, achievement and social -related features) and intrinsic need satisfaction (autonomy, competence and relatedness needs) in Xiaomi and Huawei online gamified communities that represent two large technology product-related online brand communities in China through a survey-based study. The results indicate that immersion-related gamification features were only positively associated with autonomy need satisfaction.
Achievement-related features were not only positively associated with all kinds of need satisfaction, but also the
strongest predictor of both autonomy and competence need satisfaction. Social-related gamification features,
were positively associated with autonomy, competence and relatedness need satisfaction. The results imply that
gamification can have a substantially positive effect on intrinsic need satisfaction for services users.},
keywords = {Gamification, Intrinsic motivation, Motivational information system, Persuasive technology, Social networking},
pubstate = {published},
tppubtype = {article}
}
Achievement-related features were not only positively associated with all kinds of need satisfaction, but also the
strongest predictor of both autonomy and competence need satisfaction. Social-related gamification features,
were positively associated with autonomy, competence and relatedness need satisfaction. The results imply that
gamification can have a substantially positive effect on intrinsic need satisfaction for services users.
Hassan, Lobna; Dias, Antonio; Hamari, Juho
How Motivational Feedback Increases User's Benefits and Continued Use: A Study on Gamification, Quantified-Self and Social Networking Journal Article
In: International Journal of Information Management, vol. 46, pp. 151-162, 2019, ISSN: 0268-4012.
Abstract | Links | Tags: Continued use, Feedback, Gamification, Hedonic design, Quantified-self, Social networking
@article{Hassan2019,
title = {How Motivational Feedback Increases User's Benefits and Continued Use: A Study on Gamification, Quantified-Self and Social Networking},
author = {Lobna Hassan and Antonio Dias and Juho Hamari},
doi = {10.1016/j.ijinfomgt.2018.12.004},
issn = {0268-4012},
year = {2019},
date = {2019-06-01},
journal = {International Journal of Information Management},
volume = {46},
pages = {151-162},
abstract = {With the increasing provenance of hedonic and social information systems, systems are observed to employ other forms of feedback and design than purely informational in order to increase user engagement and motivation. Three principle classes of motivational design pursuing user engagement have become increasingly established; gamification, quantified-self and social networking. This study investigates how the perceived prominence of these three design classes in users’ use of information system facilitate experiences of affective, informational and social feedback as well as user’s perceived benefits from a system and their continued use intentions. We employ survey data (N = 167) gathered from users of HeiaHeia; an exercise encouragement system that employs features belonging to the three design classes. The results indicate that gamification is positively associated with experiences of affective feedback, quantified-self with experiences of both affective and informational feedback and social networking with experiences of social feedback. Experiences of affective feedback are further strongly associated with user perceived benefits and continued use intentions, whereas experiences of informational feedback are only associated with continued use intentions. Experiences of social feedback had no significant relationship with neither. The findings provide practical insights into how systems can be designed to facilitate different types of feedback that increases users’ engagement, benefits and intentions to continue the use of a system.},
keywords = {Continued use, Feedback, Gamification, Hedonic design, Quantified-self, Social networking},
pubstate = {published},
tppubtype = {article}
}
Li, Xiaozhou; Lu, Chien; Peltonen, Jaakko; Zhang, Zheying
A Statistical Analysis of Steam User Profiles Towards Personalized Gamification Proceedings Article
In: Koivisto, Jonna; Hamari, Juho (Ed.): CEUR Workshop Proceedings, pp. 217-228, CEUR-WS, 2019, ISSN: 1613-0073.
Abstract | Links | Tags: Exploratory factor analysis, Gamification, Personalized gamification, Preference, Steam, User profile
@inproceedings{Li2019,
title = {A Statistical Analysis of Steam User Profiles Towards Personalized Gamification},
author = {Xiaozhou Li and Chien Lu and Jaakko Peltonen and Zheying Zhang},
editor = {Jonna Koivisto and Juho Hamari},
url = {https://urn.fi/URN:NBN:fi:tuni-201910244073},
issn = {1613-0073},
year = {2019},
date = {2019-04-08},
booktitle = {CEUR Workshop Proceedings},
volume = {2359},
pages = {217-228},
publisher = {CEUR-WS},
abstract = {Gamification is widely used as motivational design towards enhancing the engagement and performance of its users. Many commonly adopted game design elements have been verified to be effective in various domains. However, the designs of such elements in the majority of the target systems are similar. Due to inevitable differences between users, gamification systems can perform more effectively when users are provided with differently and personally designed features according to their preferences. Many studies have suggested such requirements towards personalizing gamified systems based on the users’ preferences, with categorizing gamification users and identifying their preferences as the initial step. This study proposes a preliminary analysis of the factors that categorize user preference in a game community, based on the user profiles data of the Steam platform. It shall not only facilitate understanding of players’ preferences in a game community but also lay the groundwork for the potential personalized gamification design.},
keywords = {Exploratory factor analysis, Gamification, Personalized gamification, Preference, Steam, User profile},
pubstate = {published},
tppubtype = {inproceedings}
}
Ihamäki, Pirita; Heljakka, Katriina
The Internet of Art as a Site for Learning and Fun: Playful Experiences Through Augmented Geocaching Proceedings Article
In: Koivisto, Jonna; Hamari, Juho (Ed.): Proceedings of the 3rd International GamiFIN Conference, pp. 205-216, RWTH Aachen, 2019, ISSN: 1613-0073.
Abstract | Links | Tags: Augmented reality application, Gamification, Geocaching, Internet of art, Internet of things, Sigrid-Secrets
@inproceedings{Ihamäki2019,
title = {The Internet of Art as a Site for Learning and Fun: Playful Experiences Through Augmented Geocaching},
author = {Pirita Ihamäki and Katriina Heljakka},
editor = {Jonna Koivisto and Juho Hamari},
url = {http://ceur-ws.org/Vol-2359/paper18.pdf},
issn = {1613-0073},
year = {2019},
date = {2019-04-08},
booktitle = {Proceedings of the 3rd International GamiFIN Conference},
pages = {205-216},
publisher = {RWTH Aachen},
abstract = {The Internet of Art as in public and connected art installations gives birth to interactivity and participation, which in turn, introduce new challenges, not only to the production of artworks, but also in how to involve the participants and how to evaluate the results of target experiences, such as social connectedness, context, playfulness, and gamification. This case study presents an example of interactive and participatory forms of the Internet of Art. We have used a multimethod approach including qualitative research methods to understand preschool-aged children’s experiences who used the Sigrid-Secrets Augmented Reality application in playing the game of geocaching and finding physical artworks prior to the geocache. We have observed two groups of preschoolers play-testing, analysed the videotaped documentation of the testing, and followed the children drawing their memorable experiences of the geocaching trail. By using the Playful Experiences (PLEX) framework, we have evaluated the preschoolers’ memorable experiences of playing. Our findings demonstrate how augmented techniques can be used to transform the physical surroundings in order to create a hybrid game-world suited for learning and fun. In this game-world the player can become immersed in the flow of playful experiences, and engage with edutaining exercises while being simultaneously connected to both to the Internet of Art and to the physical dimensions of the real world environment.},
keywords = {Augmented reality application, Gamification, Geocaching, Internet of art, Internet of things, Sigrid-Secrets},
pubstate = {published},
tppubtype = {inproceedings}
}
Hassan, Lobna; Hamari, Juho
Gamification of E-Participation: A Literature Review Proceedings Article
In: Bui, Tung (Ed.): Proceedings of the 52nd Hawaii International Conference on System Sciences, pp. 3077-3086, HICSS, 2019, ISBN: 978-0-9981331-2-6.
Abstract | Links | Tags: Civic engagement, Crowdsourcing, Digital government, E-participation, Gamification, Policy making
@inproceedings{Hassan2019b,
title = {Gamification of E-Participation: A Literature Review},
author = {Lobna Hassan and Juho Hamari},
editor = {Tung Bui},
url = {https://scholarspace.manoa.hawaii.edu/handle/10125/59744},
doi = {10.24251/HICSS.2019.372},
isbn = {978-0-9981331-2-6},
year = {2019},
date = {2019-01-08},
urldate = {2019-01-08},
booktitle = {Proceedings of the 52nd Hawaii International Conference on System Sciences},
pages = {3077-3086},
publisher = {HICSS},
abstract = {Gamification is one of the most commonly employed approaches for motivating individuals to participate in several types of activities. One of its largest application areas has been e-participation (i.e. citizen engagement in policy-making). Even though the required ICT infrastructure to facilitate e- participation mostly exists today, the focus of the problem has shifted towards humans; citizens are not motivated enough to participate. Gamification is a potential approach to increase motivation towards e- participation. However, currently there is a dearth in our understanding of how gamification is being applied and researched as well as what kinds of result there exist from gamification. The aim of this paper is to synthesize research and findings on gamified e-participation, providing directions for future research in this area.},
keywords = {Civic engagement, Crowdsourcing, Digital government, E-participation, Gamification, Policy making},
pubstate = {published},
tppubtype = {inproceedings}
}
Legaki, Nikoletta Zampeta; Xi, Nannan; Hamari, Juho; Assimakopoulos, Vassilios
Gamification of the Future: An Experiment on Gamifying Education of Forecasting Proceedings Article
In: Bui, Tung (Ed.): Proceedings of the 52nd Hawaii International Conference on System Sciences, pp. 1813-1822, HICSS, 2019, ISBN: 978-0-9981331-2-6.
Abstract | Links | Tags: Controlled experiments, Decision analytics, Forecasting, Gamification, Learning, Mobile services, Service science
@inproceedings{Legaki2019,
title = {Gamification of the Future: An Experiment on Gamifying Education of Forecasting},
author = {Nikoletta Zampeta Legaki and Nannan Xi and Juho Hamari and Vassilios Assimakopoulos},
editor = {Tung Bui},
url = {https://urn.fi/URN:NBN:fi:tuni-202101111167},
doi = {doi:10.24251/HICSS.2019.219},
isbn = {978-0-9981331-2-6},
year = {2019},
date = {2019-01-08},
urldate = {2019-01-08},
booktitle = {Proceedings of the 52nd Hawaii International Conference on System Sciences},
pages = {1813-1822},
publisher = {HICSS},
abstract = {In this study, we developed a gamied learning platform called F-LauReLxp that employed three gamification strategies (called Horses for Courses, JudgeIt and Metrics to Escape) to help educate statistical, judgmental forecasting and forecasting accuracy respectively. This study presents a quantitative analysis of experimental design concerning learning performance of 261 students of an undergraduate and a MBA course. Treatment and control groups were compared in a series of experiments. The results show that using gamified applications as a complementary teaching tool in a forecasting course had a positive impact on students’ learning performance.},
keywords = {Controlled experiments, Decision analytics, Forecasting, Gamification, Learning, Mobile services, Service science},
pubstate = {published},
tppubtype = {inproceedings}
}
Xi, Nannan; Hamari, Juho
The Relationship Between Gamification, Brand Engagement and Brand Equity Proceedings Article
In: Bui, Tung (Ed.): Proceedings of the 52nd Hawaii International Conference on System Sciences, pp. 812-821, HICSS, 2019, ISBN: 978-0-9981331-2-6.
Abstract | Links | Tags: Brand engagement, Brand equity, Community, Gamification, Marketing
@inproceedings{Xi2019b,
title = {The Relationship Between Gamification, Brand Engagement and Brand Equity},
author = {Nannan Xi and Juho Hamari},
editor = {Tung Bui},
url = {https://urn.fi/URN:NBN:fi:tuni-202102021851},
doi = {doi:10.24251/HICSS.2019.099},
isbn = {978-0-9981331-2-6},
year = {2019},
date = {2019-01-08},
urldate = {2019-01-08},
booktitle = {Proceedings of the 52nd Hawaii International Conference on System Sciences},
pages = {812-821},
publisher = {HICSS},
abstract = {Many companies are increasingly attempting to build and manage brand communities that increasingly resemble games and game communities and believe that this gamification can increase the engagement and loyalty of consumers to the brand. However, currently, there is a dearth of empirical evidence supporting these expectations in the realm of marketing beyond the pervasive hype around gamification. Therefore, in this study, we investigate the relationship between gamification features, brand engagement and brand equity among consumers (N=824) from both of Xiaomi and Huawei online brand communities through a psychometric survey. The results indicate that achievement and social-related features are positively associated with emotional, cognitive and social brand engagement. Immersion-related features are positively associated with social brand engagement. Furthermore, all dimensions of brand engagement are further positively associated with brand equity. The results imply that there is a positive chain relationship between gamification, brand engagement and brand equity, and that, gamification appears to be an effective tool for brand management.},
keywords = {Brand engagement, Brand equity, Community, Gamification, Marketing},
pubstate = {published},
tppubtype = {inproceedings}
}
Törhönen, Maria; Hassan, Lobna; Sjöblom, Max; Hamari, Juho
Play, Playbour or Labour?: The Relationships Between Perception of Occupational Activity and Outcomes Among Streamers and YouTubers Proceedings Article
In: Bui, Tung (Ed.): Proceedings of the 52nd Hawaii International Conference on System Sciences, pp. 2558-2567, HICSS, 2019, ISBN: 978-0-9981331-2-6.
Abstract | Links | Tags: Gamification, Media, Playbour, Social media, Video
@inproceedings{Törhönen2019,
title = {Play, Playbour or Labour?: The Relationships Between Perception of Occupational Activity and Outcomes Among Streamers and YouTubers},
author = {Maria Törhönen and Lobna Hassan and Max Sjöblom and Juho Hamari},
editor = {Tung Bui},
url = {https://urn.fi/URN:NBN:fi:tuni-202002172137},
doi = {10.24251/HICSS.2019.308},
isbn = {978-0-9981331-2-6},
year = {2019},
date = {2019-01-08},
urldate = {2019-01-08},
booktitle = {Proceedings of the 52nd Hawaii International Conference on System Sciences},
pages = {2558-2567},
publisher = {HICSS},
abstract = {The increasing digitalization and gamification of different aspects of our lives has blurred the line between what we consider work and play. Therefore, our productivity may increasingly depend on how we negotiate and view our occupations and work. Through an online survey (n=382), this study examines the relationship between the perception of online video content creation as either work, play or equally as both, and the activities and income of these video content creators (streamers and YouTubers). The results indicate that those who view their content creation as work had the highest levels of activity and income, whereas those who associated their content creation with play, earned more income than those who regard their content creation equally as play and work. The results demonstrate the emergence of new forms of digital entrepreneurial practices in the work-oriented group, but also the highlight the increasing workification of our play activities.},
keywords = {Gamification, Media, Playbour, Social media, Video},
pubstate = {published},
tppubtype = {inproceedings}
}
2018
Thibault, Mattia; Heljakka, Katriina
Toyification. A Conceptual Statement other
2018.
Abstract | Links | Tags: Adult play, Design, Gamification, Ludification, Playification, Toyification
@other{Thibault2018,
title = {Toyification. A Conceptual Statement},
author = {Mattia Thibault and Katriina Heljakka},
url = {https://hal-univ-paris13.archives-ouvertes.fr/hal-02083004},
year = {2018},
date = {2018-07-11},
booktitle = {Proceedings of the 8th International Toy Research Association World Conference: Toys and Material Culture: Hybridisation, Design and Consumption},
publisher = {International Toy Research Association},
abstract = {Our paper focuses on toyification. By this phenomenon, we point to two, parallel developments: 1) The increasing prestige of toys, which start to find their way in classrooms, art museums, fashion and so on, influencing in this way other languages, and, 2) The deliberate attempt to design products according to toy aesthetics in order to make them more appealing. More specifically, toyification communicates the idea of an entity (physical, digital or hybrid) being intentionally reinforced with toyish elements or dimensions; an object, a structure, an application, a character or a technology designed to acquire a toyish appearance, form or function.},
keywords = {Adult play, Design, Gamification, Ludification, Playification, Toyification},
pubstate = {published},
tppubtype = {other}
}
Ihamäki, Pirita; Heljakka, Katriina
"Travel Bugs": Toys Traveling Socially through Geocaching Proceedings Article
In: DiGRA ’18 – Abstract Proceedings of the 2018 DiGRA International Conference: The Game is the Message, 2018.
Abstract | Links | Tags: Gamification, Geocaching, Social play, Toy mobility, Toy turism, Toys, Travel bugs
@inproceedings{Ihamäki2018,
title = {"Travel Bugs": Toys Traveling Socially through Geocaching},
author = {Pirita Ihamäki and Katriina Heljakka},
url = {http://www.digra.org/digital-library/publications/travel-bugs-toys-traveling-socially-through-geocaching},
year = {2018},
date = {2018-07-01},
urldate = {2018-07-01},
booktitle = {DiGRA ’18 – Abstract Proceedings of the 2018 DiGRA International Conference: The Game is the Message},
abstract = {This study explores emerging types of mobile and social play patterns through the object-based, but technologically enhanced practices of toy tourism. As our case studies demonstrate, object play practices in the digitalizing world are not only becoming increasingly social in nature, but even more mobile than before. As illustrated by our study focusing on Travel Bugs in the context of the international game of geocaching, toys become mobile through different practices partaken by players, willing to either become involved in toy tourism with their playthings. Our study consisted of 45 survey responses from geocachers traveling with Travel Bugs. According to the results, mobile and social object play practices enabled by the platform of Geocaching become gamified – i.e. more perceivable, goal-oriented and measurable. Our main contribution is a conceptual framework in which the relations between the digital, the physical and the social dimensions of toy tourism are modelled.},
keywords = {Gamification, Geocaching, Social play, Toy mobility, Toy turism, Toys, Travel bugs},
pubstate = {published},
tppubtype = {inproceedings}
}
Karhulahti, Veli-Matti; Kimppa, Kai
"Two Queens and a Pwn, Please." An Ethics for Purchase, Loot, and Advantage Design in Esports Proceedings Article
In: Proceedings of the 2nd International GamiFIN Conference, GamiFIN 2018, 2018, ISSN: 1613-0073.
Abstract | Links | Tags: Electronic sports, Gamification, In-game purchases, Out-game purchases
@inproceedings{Karhulahti2018,
title = {"Two Queens and a Pwn, Please." An Ethics for Purchase, Loot, and Advantage Design in Esports},
author = {Veli-Matti Karhulahti and Kai Kimppa},
url = {http://ceur-ws.org/Vol-2186/paper14.pdf},
issn = {1613-0073},
year = {2018},
date = {2018-05-23},
urldate = {2018-05-23},
booktitle = {Proceedings of the 2nd International GamiFIN Conference, GamiFIN 2018},
abstract = {In this paper, we provide a new perspective on esports as gamified play by mapping out the means of their ludic customization with a reflection on ethics. We start by systematizing purchasable customizations in esport games by their effects: cosmetic in-game purchases, functional in-game purchases, and out-game purchases. Subsequently, we situate purchasable customizations within the five demands that contemporary esport games set for their players: money, time, skill, luck, and occasion. Ultimately, we show that some effect-demand combinations may result in ethical conflicts when perceived through of the sport-philosophical frame of athletic superiority.},
keywords = {Electronic sports, Gamification, In-game purchases, Out-game purchases},
pubstate = {published},
tppubtype = {inproceedings}
}
Majuri, Jenni; Koivisto, Jonna; Hamari, Juho
Gamification of Education and Learning: A Review of Empirical Literature Proceedings Article
In: Proceedings of the 2nd International GamiFIN Conference, GamiFIN 2018, pp. 11–19, 2018, ISSN: 16130073.
Abstract | Links | Tags: Education, Gamification
@inproceedings{Majuri2018,
title = {Gamification of Education and Learning: A Review of Empirical Literature},
author = {Jenni Majuri and Jonna Koivisto and Juho Hamari},
url = {http://ceur-ws.org/Vol-2186/paper2.pdf},
issn = {16130073},
year = {2018},
date = {2018-05-23},
urldate = {2018-05-23},
booktitle = {Proceedings of the 2nd International GamiFIN Conference, GamiFIN 2018},
pages = {11–19},
abstract = {Gamification has become one of the most notable technological developments for human engagement. Therefore, it is not surprising that gamification has especially been addressed and implemented in the realm of education where supporting and retaining engagement is a constant challenge. However, while the volume of research on the topic has increased, synthesizing the consequent knowledge has remained modest and narrow. Therefore, in this literature review we catalogue 128 empirical research papers in the field of gamification of education and learning. The results indicate that gamification in education and learning most commonly utilizes affordances signaling achievement and progression, while social and immersion-oriented affordances are much less common; the outcomes examined in the studies are mainly focused on quantifiable performance metrics; and the results reported in the reviewed studies are strongly positively oriented. The findings imply that future research on gamification in education should increasingly put emphasis on varying the affordances in the implementations and the pursued goals of the gamification solutions. We encourage also increased attention on contextual factors of the solutions as well as on study designs in future research endeavors.},
keywords = {Education, Gamification},
pubstate = {published},
tppubtype = {inproceedings}
}
Ihamäki, Pirita; Heljakka, Katriina
Come and Play Service Designer with Us! Co-creating a Playable Customer Journey Installation Proceedings Article
In: Proceedings of The Fifth International Conference on Design Creativity (ICDC 2018), pp. 117–125, 2018, ISBN: 978-1-904670-97-1.
Abstract | Links | Tags: Comicubes, Customer journey, Gamification, Interactive installation, Playification, Service design method, Toyification
@inproceedings{Ihamäki2018b,
title = {Come and Play Service Designer with Us! Co-creating a Playable Customer Journey Installation},
author = {Pirita Ihamäki and Katriina Heljakka},
url = {https://www.designsociety.org/publication/40707/COME+AND+PLAY+SERVICE+DESIGNER+WITH+US%21+-+CO-CREATING+A+PLAYABLE+CUSTOMER+JOURNEY+INSTALLATION},
isbn = {978-1-904670-97-1},
year = {2018},
date = {2018-02-02},
urldate = {2018-02-02},
booktitle = {Proceedings of The Fifth International Conference on Design Creativity (ICDC 2018)},
pages = {117–125},
abstract = {This paper introduces a platform enabling prototypical and manipulable envisioning of experiences related to tourism (such as services provided by ski resorts) through a three-dimensional installation also understood here as a playground. Combining the service design concept of the customer journey with a gamified and playable ski slope installation, it is possible to visualize the customer journey prior to, during and after the skiing holiday, as users can play with the experience of their ski holidays. In the proposed approach, a gamified ski slope installation presents a novel way for both service providers and customers to interact with the customer journey through a three-dimensional model that is playable through its form and gamified through its rules of engagement.},
keywords = {Comicubes, Customer journey, Gamification, Interactive installation, Playification, Service design method, Toyification},
pubstate = {published},
tppubtype = {inproceedings}
}
Hopia, Hanna; Siitonen, Marko; Raitio, Katja
Mental Health Service Users' and Professionals' Relationship with Games and Gaming Journal Article
In: Digital Health, vol. 4, pp. 1–12, 2018, ISSN: 2055-2076.
Abstract | Links | Tags: Game-based intervention, Gamification, Gaming, Health professional, Mental health services, Service user
@article{Hopia2018,
title = {Mental Health Service Users' and Professionals' Relationship with Games and Gaming},
author = {Hanna Hopia and Marko Siitonen and Katja Raitio},
url = {https://jyx.jyu.fi/handle/123456789/58687},
doi = {10.1177/2055207618779718},
issn = {2055-2076},
year = {2018},
date = {2018-01-01},
urldate = {2018-01-01},
journal = {Digital Health},
volume = {4},
pages = {1–12},
publisher = {SAGE Publications},
address = {London, England},
abstract = {Background: Games and elements of gamification can be utilized in mental healthcare to provide customized interventions for the service users. However, very little evidence exists as to what kind of experiences service users and professionals have towards games and gaming, and what their perceptions of the phenomenon are. This sort of information is needed to help professionals put game-based interventions actively into practice in mental health services. Research objectives: The objective is to describe the experiences and perceptions of digital games and gaming from the perspectives of mental health service users and mental health professionals. Methods: In this qualitative study, data consisted of interviews of 23 mental health service users and professionals working in the mental health field. We conducted altogether 39 interviews. Sixteen of the participants were interviewed twice. Main categories and subcategories were identified using qualitative content analysis. Results: The analysis revealed four distinct orientations towards games and gaming: (a) compulsive gaming; (b) closet gaming; (c) gaming as a hobby; and (d) late bloomers. Each group was characterized by different personal histories, experiences, conceptions and attitudes regarding gaming and digital games. Conclusion: When attempting to implement a game-based intervention in mental health services, it is essential to recognize the different attitudes that both service users and staff exhibit concerning games and gaming. The attitudes of service users and professionals described in this study can be utilized in the implementation of game-based methods as part of care and rehabilitation in mental health services.},
keywords = {Game-based intervention, Gamification, Gaming, Health professional, Mental health services, Service user},
pubstate = {published},
tppubtype = {article}
}