2022
Vahlo, Jukka; Tuuri, Kai; Välisalo, Tanja
Exploring Gameful Motivation of Autonomous Learners Journal Article
In: Frontiers in Psychology, vol. 13, 2022, ISSN: 1664-1078.
Abstract | Links | Tags: Autonomous learner, Engagement, Games, Motivation, Motives, Online learning, Playfulness, Self-determination
@article{Vahlo2022b,
title = {Exploring Gameful Motivation of Autonomous Learners},
author = {Jukka Vahlo and Kai Tuuri and Tanja Välisalo},
url = {http://urn.fi/URN:NBN:fi:jyu-202202281734},
doi = {10.3389/fpsyg.2022.825840},
issn = {1664-1078},
year = {2022},
date = {2022-02-25},
urldate = {2022-02-25},
journal = {Frontiers in Psychology},
volume = {13},
abstract = {In this explorative study, we investigated motives of autonomous learners to participate in an online course, and how these motives are related to gameplay motivations, engagement in the course experience, and learning outcomes. The guiding premise for the study has been the idea that learning and game playing carry phenomenal similarities that could be revealed by scrutinizing motives for participating in a massive open online course that does not involve any intentionally game-like features. The research was conducted by analyzing survey data (N = 705) collected from individuals who had voluntarily participated in an open online course about artificial intelligence and its societal impact. The survey included an explorative Motives for Autonomous Learning (MAL) inventory. Exploratory factor analysis suggested that the MAL inventory consisted of six dimensions out of which four were consistent with factors that earlier research has associated with motives to engage with video games. Of the identified factors, the dimension that most clearly described autonomous and playful predispositions was found to be a main precedent for both experienced gamefulness of the learning experience and positive learning outcomes. In all, the results of this study demonstrated that playfulness and autonomy were both prominent and significant factors across the whole learning process.},
keywords = {Autonomous learner, Engagement, Games, Motivation, Motives, Online learning, Playfulness, Self-determination},
pubstate = {published},
tppubtype = {article}
}
2021
Masek, Leland; Stenros, Jaakko
The Meaning of Playfulness: A Review of the Contemporary Definitions of the Concept across Disciplines. Journal Article
In: ELUDAMOS, vol. 12, iss. 1, pp. 13-37, 2021, ISSN: 1866-6124.
Abstract | Links | Tags: Engagement, Literature review, Meta-synthesis, Play, Playful, Playfulness
@article{Masek2021,
title = {The Meaning of Playfulness: A Review of the Contemporary Definitions of the Concept across Disciplines.},
author = {Leland Masek and Jaakko Stenros},
url = {https://urn.fi/URN:NBN:fi:tuni-202203072382},
doi = {10.7557/23.6361},
issn = {1866-6124},
year = {2021},
date = {2021-09-14},
journal = {ELUDAMOS},
volume = {12},
issue = {1},
pages = {13-37},
abstract = {‘Playfulness’ is a concept used in various disciplines. In this article, we conduct a qualitative, systematic, and interdisciplinary literature review on the term ‘playfulness’ as used in recent scholarship. The article aims to overcome the ambiguity relating to ‘playfulness’ in order to create opportunities for growth in all related fields of study. Based on 429 written works and the 184 extracted definitions of ‘playfulness’ across disciplines, we find six clusters of meaning all of which emphasise engagement. Three themes describe different methods for how engagement is structured to become a higher priority than its context. The other three themes discuss structural characteristics of contexts that are playfully engaged in. A new synthetic conceptualization is offered: Playfulness prioritizes engagement over external consequence, realness, or convention. Furthermore, the study argues that playfulness is not a ‘what’ or a ‘why,’ but a ‘how,’ a priority organizing principle.},
keywords = {Engagement, Literature review, Meta-synthesis, Play, Playful, Playfulness},
pubstate = {published},
tppubtype = {article}
}
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}
}
2020
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}
}
