2021
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}
}
2020
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}
}
