Design Strategies of Corporate Gamification Systems that Evokes Employee Motivation – Creative Process of Gathering Game Design Elements into Working System

Author(s):  
Michal Jakubowski
2021 ◽  
Author(s):  
◽  
Kunyang Ji

<p>Video games no longer predominantly emphasize mere entertainment or excitement, they now investigate more complex emotions. As a new dimension of player input, biofeedback (University of Maryland Baltimore Washington Medical Center, 2015) can be used to track a player’s body signals in real-time. This biofeedback can impact a player’s experience during gameplay and making a game affective.  This research aims to design game mechanics to connect game environments with a player’s physiological data, and to thereby trigger a serene gameplay experience. The development process was based on 1) game design strategies for inducing serenity, 2) design methods for biofeedback interaction in video games. Combined with these theoretical approaches, this research followed an iterative design process by prototyping, observations, individual interviews, questionnaires, and data analysis.  The player’s physiological information was detected through three types of sensor: A heart rate (HR) sensor, a galvanic skin response (GSR) sensor, and a webcam with a software library for facial expressions. The game system adopted certain design elements such as color schemes to communicate the biological information these sensors gathered.  There are two hypotheses in this research. One is that the adjustments of the game environment based on the player's physiological information can impact the relationship between the player and the game. The other one is that changing the game environment’s color schemes according to the player’s physiological data can strengthen their emotions.  The final output was a brief (2-5 minutes) 3D exploration game attached with sensors to players. The game contained abstract nature-related visual elements and non-competitive mechanics that were applicable for biofeedback-based interaction. The result of final prototype showed that the nature-related elements and the adjustments of the color schemes in the game helped make players feel serene. The biofeedback-based interactions were effective because they helped some players feel more connected to the game. Ultimately, this work is expected to make the player experience more personal rather than generic and improve the game’s replayability.</p>


2021 ◽  
Author(s):  
◽  
Kunyang Ji

<p>Video games no longer predominantly emphasize mere entertainment or excitement, they now investigate more complex emotions. As a new dimension of player input, biofeedback (University of Maryland Baltimore Washington Medical Center, 2015) can be used to track a player’s body signals in real-time. This biofeedback can impact a player’s experience during gameplay and making a game affective.  This research aims to design game mechanics to connect game environments with a player’s physiological data, and to thereby trigger a serene gameplay experience. The development process was based on 1) game design strategies for inducing serenity, 2) design methods for biofeedback interaction in video games. Combined with these theoretical approaches, this research followed an iterative design process by prototyping, observations, individual interviews, questionnaires, and data analysis.  The player’s physiological information was detected through three types of sensor: A heart rate (HR) sensor, a galvanic skin response (GSR) sensor, and a webcam with a software library for facial expressions. The game system adopted certain design elements such as color schemes to communicate the biological information these sensors gathered.  There are two hypotheses in this research. One is that the adjustments of the game environment based on the player's physiological information can impact the relationship between the player and the game. The other one is that changing the game environment’s color schemes according to the player’s physiological data can strengthen their emotions.  The final output was a brief (2-5 minutes) 3D exploration game attached with sensors to players. The game contained abstract nature-related visual elements and non-competitive mechanics that were applicable for biofeedback-based interaction. The result of final prototype showed that the nature-related elements and the adjustments of the color schemes in the game helped make players feel serene. The biofeedback-based interactions were effective because they helped some players feel more connected to the game. Ultimately, this work is expected to make the player experience more personal rather than generic and improve the game’s replayability.</p>


2021 ◽  
Vol 10 (4) ◽  
pp. 1-28
Author(s):  
John Edison MUñOZ ◽  
Kerstin Dautenhahn

The use of games as vehicles to study human-robot interaction (HRI) has been established as a suitable solution to create more realistic and naturalistic opportunities to investigate human behavior. In particular, multiplayer games that involve at least two human players and one or more robots have raised the attention of the research community. This article proposes a scoping review to qualitatively examine the literature on the use of multiplayer games in HRI scenarios employing embodied robots aiming to find experimental patterns and common game design elements. We find that researchers have been using multiplayer games in a wide variety of applications in HRI, including training, entertainment and education, allowing robots to take different roles. Moreover, robots have included different capabilities and sensing technologies, and elements such as external screens or motion controllers were used to foster gameplay. Based on our findings, we propose a design taxonomy called Robo Ludens, which identifies HRI elements and game design fundamentals and classifies important components used in multiplayer HRI scenarios. The Robo Ludens taxonomy covers considerations from a robot-oriented perspective as well as game design aspects to provide a comprehensive list of elements that can foster gameplay and bring enjoyable experiences in HRI scenarios.


Author(s):  
Meenu Sethu ◽  
Dan Nathan-Roberts

Traditional banks and financial institutions have witnessed a profound transformation to electronic banking with the rise of the internet over the last two decades. However, most digital banking customers do not feel that the activity of managing their money and making online transactions is exciting or enjoyable. The gamification of e-banking systems is a novel approach for promoting customer engagement that is gaining popularity. This work reviews the factors influencing the adoption of e-banking and how gamification can be used to improve customer engagement, loyalty, and financial wellbeing. An exploration of the most extensively used game design elements in gamified e-banking applications suggests that the use of certain game mechanics and characteristics can be effective in creating enjoyable banking experiences. Based on this research, a set of guidelines is provided for designers and practitioners for introducing game principles in e-banking applications.


2020 ◽  
Author(s):  
Colleen Cheek ◽  
Theresa Fleming ◽  
Mathijs FG Lucassen ◽  
Heather Bridgman ◽  
Karolina Stasiak ◽  
...  

Background Internet interventions for improving health and well-being have the potential to reach many people and fill gaps in service provision. Serious gaming interfaces provide opportunities to optimize user adherence and impact. Health interventions based in theory and evidence and tailored to psychological constructs have been found to be more effective to promote behavior change. Defining the design elements which engage users and help them to meet their goals can contribute to better informed serious games. Objective To elucidate design elements important in SPARX, a serious game for adolescents with depression, from a user-centered perspective. Methods We proposed a model based on an established theory of health behavior change and practical features of serious game design to organize ideas and rationale. We analyzed data from 5 studies comprising a total of 22 focus groups and 66 semistructured interviews conducted with youth and families in New Zealand and Australia who had viewed or used SPARX. User perceptions of the game were applied to this framework. Results A coherent framework was established using the three constructs of self-determination theory (SDT), autonomy, competence, and relatedness, to organize user perceptions and design elements within four areas important in design: computer game, accessibility, working alliance, and learning in immersion. User perceptions mapped well to the framework, which may assist developers in understanding the context of user needs. By mapping these elements against the constructs of SDT, we were able to propose a sound theoretical base for the model. Conclusions This study’s method allowed for the articulation of design elements in a serious game from a user-centered perspective within a coherent overarching framework. The framework can be used to deliberately incorporate serious game design elements that support a user’s sense of autonomy, competence, and relatedness, key constructs which have been found to mediate motivation at all stages of the change process. The resulting model introduces promising avenues for future exploration. Involving users in program design remains an imperative if serious games are to be fit for purpose.


2019 ◽  
Vol 6 (4) ◽  
pp. 19-48
Author(s):  
Laila Shoukry ◽  
Stefan Göbel

This paper presents the design and development of "StoryPlay Multimodal", a mobile multimodal analytics platform for the evaluation of Serious Games. It is intended to serve researchers, teachers and educational game developers as a means to assess their Serious Game Design. This is done by capturing, pre-processing, synchronizing and visualizing multimodal serious games analytics and mobile sensor data from playtesting sessions. By linking log data with multimodal data, it is possible to uncover relations between design elements, gameplay interactions, context parameters and affective and cognitive states. This is crucial for gaining full insight into the session, even if not present with the player at the same location. After discussing design requirements, the architecture of the software, the different modules, additional features, implementation challenges and solutions are presented. The testing settings, participants and results are also discussed to demonstrate how the evaluation procedure can be applied to deliver valuable outcomes for Serious Games Research.


2020 ◽  
pp. 34-35
Author(s):  
Rafael Lucio de Mattos

This research focuses on the development of emotionally directed gaming experiences demonstrating how the same game, when subjected to targeted audiovisual changes that do not affect its rules, objectives, and mechanics, can provide different emotional experiences. These experiences are related to the psychological and player motivation profiles of each individual. To this end, the research was structured into four main parts. The first, theoretical-conceptual, explored game design, seeking to find structures and elements that make up a game and the experience it proposes. A bibliographic review was carried out on: the study of emotions, including different classification approaches; a study on the relationships established between player, avatar, and game environment; and the concept of emotional design, proposed by Don Norman. The second part, analytical-investigative, consisted of the case study of three games (Journey, Amnesia: The Dark Descent, and Thomas Was Alone) with different gaming experience proposals. They were analyzed using a methodology based on game design elements and their relationship with the levels of emotional design. In this way, it was possible to understand how the design of each game contributes to the creation/development of different emotional experiences. In the third part, a field research was carried out to collect the psychological (Big Five) and player motivation (Quantic Foundry) profiles, through the application of questionnaires. The participants were then divided into groups according to their profiles (psychological and player motivation) to participate in the second part of this stage. Based on the information gathered by the previous steps, a short game was developed. From it, changes in its design were made to generate modified versions that, maintaining the game structure and essential rules, proposed different experiences to the players. All games had a player performance information collection system developed specifically for the research. The games were then made available to participants from the previous stages, who answered a final questionnaire. The responses, as well as information about the players’ performance, were used both to assess how each game affected the perception and to verify whether the psychological and motivation profiles of the player help to understand the emotional experiences of the game. Thus, the fourth part consisted of putting the knowledge into practice and testing the hypotheses developed from the previous steps and listed below. The research showed that 1) the visual and sound aesthetic influence of a game can have a considerable impact on the experience of playing, even if it does not affect the game mechanically; 2) The Big Five psychological profile and the player motivation profile are related to the emotional gaming experiences and can be used to better understand them.


Author(s):  
Antonio Cvetkovski ◽  
Sofija Sidorenko

As a fundamental science of forms and their order, geometry contributes to the process of composing and designing of products. Geometry is able to make a contribution to these processes by dealing with the geometric figures and forms as design elements as well as the relations between them. Finding the general principles of successfully combining those elements was a research aim of many designers, such as those in the modernist era. Influencing the industrial design in a revolutionary way, the Modernism became significant artistic movement of the 20th century, thus giving us the most iconic and timeless product designs. In this scientific paper, the relationship between geometry and design in the Modernism is described and explored through examples, with emphasis placed on De Stijl and Bauhaus products. Direct comparison is applied, focusing on the similarities and differences in the products’ geometry. Learning about the geometry and how it relates to the designs is not to be used as a substitute for the creative process, but rather as a means of obtaining a deeper understanding of it. 


Author(s):  
Max Cronkite

Gamification has been a growing trend as a tool for pedagogical use. Incorporating game-design elements into a non-game context not only has the potential to amplify student motivation and interaction, but allows for the exploration of a new way to learn, teach, and understand history. Gregory of Tours’ Historia Francorum provides us with an interesting viewpoint into the world of 6th century Frankish Gaul. Understanding the motivations behind the characters in Gregory’s work and their relationship with the religious and political atmosphere of the 6th century can be difficult for modern readers. My project uses elements of role-playing to better engage students in interacting with the text. Students inhabit the role of a historical character from Historia Francorum and play out a narrative ‘campaign’ of multiple sessions as that character. Through research and primary source reading they will develop an understanding for their character, the world they inhabit, and their role within that society. Students engage with other students, prepare and give speeches, all in their prescribed roles. This, along with continual feedback on their actions given by the instructor, will cultivate a unique and more engaging learning atmosphere for students. My goal for this undergraduate research project is to develop an alternative approach to understanding the dynamics of early medieval Frankish society. By turning Gregory’s work into an inhabitable space, the large body of text becomes approachable and engaging to students. The final phase of the project which is underway, is testing it in a third year undergraduate history course.


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