Shallow Gamification
@article{Lieberoth2015ShallowG, title={Shallow Gamification}, author={Andreas Lieberoth}, journal={Games and Culture}, year={2015}, volume={10}, pages={229 - 248} }
This article experimentally dissociates the psychological impact of framing versus game mechanics, when presenting a serious activity as a game. Studies of game elements in nongame contexts tend to describe full packages, with no way of assessing their individual psychological and functional impact. To isolate the effects of framing, students (N = 90) were assigned to either discuss study environment issues through a list of questions, via a competitive discussion board game, or though the same…
119 Citations
Dive Deeper
- PsychologyProc. ACM Hum. Comput. Interact.
- 2021
The results show that adding additional game mechanics to a core gameplay loop did not lead to participants playing more or longer, nor did it improve their game experience, while the effect of perceived value deserves further study.
Is gamification a suitable tool for increasing participant engagement with cognitive tests
- Psychology
- 2018
Over the past decade, gamification – the use of game design elements in non-game contexts – has rapidly grown in popularity, piquing the interest of researchers in many fields, including cognitive…
Deep and Shallow Gamification in Marketing: Thin Evidence and the Forgotten Powers of Really Good Games
- Biology
- 2015
The chapter strongly underscores the need for methodologically consistent data collection before conclusions can be drawn about the economic and psychological efficacy of individual design elements and the gamification fad as a whole.
Do You Think This is a Game?
- Computer ScienceCHI Extended Abstracts
- 2018
This application aims at supporting physiotherapy sessions for chronic lower-back afflictions with a clear preference for the serious game version, capturing higher perceived motivational components (autonomy and relatedness), as well as higher immersion and flow relative to the gamified version.
Motivated to lose? Evaluating challenge and player motivations in games
- PsychologyBehav. Inf. Technol.
- 2021
A new model of challenge is proposed, Dynamic Probability Response, which quantifies the degree and type of challenge and some hypotheses about which motivations can disrupt the game’s goal were supported.
The Mimesis Effect: The Effect of Roles on Player Choice in Interactive Narrative Role-Playing Games
- PsychologyCHI
- 2016
This study investigates the heretofore unexplored relationship between a player's sense of her narrative role in an interactive narrative role-playing game and the options she selects when faced with choice structures during gameplay and discovered the Mimesis Effect.
Game-Framing to Improve Applicant Perceptions of Cognitive Assessments
- PsychologyJournal of Personnel Psychology
- 2019
Abstract. General cognitive ability is one of the best predictors of job performance, but applicant reactions are often poor. In two samples, we experimentally tested game-framing, the labeling of an…
More than just a game: ethical issues in gamification
- BusinessEthics and Information Technology
- 2016
A normatively sophisticated and descriptively rich account for appropriately addressing major ethical considerations associated with gamification is developed, suggesting practitioners and designers should be precautious about whether or not their use of gamification practices takes unfair advantage of workers or infringes any involved workers’ or customers’ autonomy.
Classroom Gamification: Merging Game Design Theory and Behavior Analysis for Increased Engagement
- EducationHCI
- 2018
The goal with this paper is to analyze classroom engagement of college age neurotypical students who are attending a gamified classroom and provide suggestions for modifying existing instructional strategies to support the creation of gamified classrooms.
When is a Game Not a Game ?
- Education
- 2017
Educational games are designed with playful affordances, yet have the serious purpose of supporting players’ learning. Given this, how players perceive these activities may influence how they…
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