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… 

Figures and Tables from this paper

Dive Deeper
TLDR
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
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
TLDR
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?
TLDR
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
TLDR
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
TLDR
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
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
TLDR
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
TLDR
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 ?
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
...
...

References

SHOWING 1-10 OF 55 REFERENCES
Games for Persuasion
The greatest threat to the success of serious games is inattention to the quality of the player experience. The gamification fad endorses a canard that games can be strip-mined for “useful” bits
The Game Frame: Systemizing a Goffmanian Approach to Video Game Theory [Extended Abstract]
TLDR
This paper provides an introduction to the frame analytic conception of play, games and video games and demonstrates that this account provides an explanatory model for the sociality of the game/non-game boundary or ‘magic circle’, as well as phenomena that trouble said boundary, like pervasive games or ARGs.
At Least Nine Ways to Play: Approaching Gamer Mentalities
Do digital games and play mean the same things for different people? This article presents the results of a 3-year study in which we sought for new ways to approach digital games cultures and playing
A Theory of Fun for Game Design
Now in full color, the 10th anniversary edition of this classic book takes you deep into the influences that underlie modern video games, and examines the elements they share with traditional games
Characteristics of Games
Characteristics of Games offers a new way to understand games: by focusing on certain traits--including number of players, rules, degrees of luck and skill needed, and reward/effort ratio--and using
Play Styles and Learning
This chapter reviews player types found in commercial MMOs and educational games and a palette of play styles and learning is proposed from which game designers and educators can more easily imagine
The implicit rules of board games: on the particulars of the lusory agreement
TLDR
A set of implicit rules commonly used are outlined, along with the points of contention where the gamers do not agree or there exists significant discussion, and the implications for computer gaming and game design are discussed.
Impacts of Forced Serious Game Play on Vulnerable Subgroups
Three vulnerable subgroups of players non-gamers, resistant players, and females were studied to understand how each approaches and plays serious games. The authors explore forced required play using
Half-Real: Video Games between Real Rules and Fictional Worlds
A video game is half-real: we play by real rules while imagining a fictional world. We win or lose the game in the real world, but we slay a dragon (for example) only in the world of the game. In
...
...