The Relationship Between Game Elements and Player Emotions by Comparing Game Frameworks

Author(s):  
Junyao Hu ◽  
Tao Xi
2021 ◽  
Vol 5 (2) ◽  
pp. 5
Author(s):  
Aatish Neupane ◽  
Derek Hansen ◽  
Jerry Alan Fails ◽  
Anud Sharma

This article reviews 103 gamified fitness tracker apps (Android and iOS) that incorporate step count data into gameplay. Games are labeled with a set of 13 game elements as well as meta-data from the app stores (e.g., avg rating, number of reviews). Network clustering and visualizations are used to identify the relationship between game elements that occur in the same games. A taxonomy of how steps are used as rewards is provided, along with example games. An existing taxonomy of how games use currency is also mapped to step-based games. We show that many games use the triad of Social Influence, Competition, and Challenges, with Social Influence being the most common game element. We also identify holes in the design space, such as games that include a Plot element (e.g., Collaboration and Plot only co-occur in one game). Games that use Real-Life Incentives (e.g., allow you to translate steps into dollars or discounts) were surprisingly common, but relatively simple in their gameplay. We differentiate between task-contingent rewards (including completion-contingent and engagement-contingent) and performance-contingent rewards, illustrating the differences with fitness apps. We also demonstrate the value of treating steps as currency by mapping an existing currency-based taxonomy onto step-based games and providing illustrations of nine different categories.


Author(s):  
Zoran Momčilović ◽  
Srđan Marković ◽  
Aleksandar Vićentijević ◽  
Goran Nešić ◽  
Dragana Bogavac ◽  
...  

The goal of this paper is to analyse the relationships and differences among volleyball teams, participants of the 2018 World Cup in Japan, divided into three categories by their final standings (1st to 4th place, 5th to 8th place and others), based on the elements of situation-based efficiency. For the purposes of this paper, information from the official match reports (p 2 report) related to the way of winning points in the match was used, and these data were analysed using the program Volleyball Information System (VIS). The data obtained were analysed in relation to the team category and the outcome of the match. The data were obtained using descriptive and comparative statistical procedures. The survey sample includes all the women’s volleyball championship games played in Japan in 2018. Based on the final standings, the teams were divided into three groups: 1) the teams who reached the 3rd stage of the tournament (6 teams, from 1st to 6th place); 2) the teams that finished the competition in phase 2 (10 national teams, ranking 7th to 16th); 3) national teams that finished the competition in phase 1 (8 national teams, ranking 17th to 24th). The results obtained indicate that the teams had an equally good performance of the block and serve game elements; statistically these were not significant for the match outcome, but they rather serve as an aid for the overall game and for the final outcome of the match. The results of this research also highlight the spike as the key element affecting the positive end result of the match. It is important to emphasize that the opponent errors are a factor that depends exclusively on the opponent, but they also determine the overall score of the winning team.


Author(s):  
Huyen Thi Thanh Phuong

Given the strong empirical evidence in the field of education that confirms the relationship between the application of game elements and increased learning motivation, gamification has recently become a concept that starts drawing attention in the field of English language teaching (ELT). However, the topic of gamification is still under-presented in ELT research, especially in English as a foreign language (EFL) contexts. The current research ex-plores the extent to which Vietnamese EFL learners are familiar to online gamification tools and their attitudes toward online-based gamified learn-ing. The study draws on data collected from survey questionnaires and fo-cus group interviews. Participants involved 147 students who participated in the survey; 12 volunteers among the surveyed students joined focus group interviews. The findings indicate that gamification has started taking a certain role in English learning both within and beyond classrooms. Also, students’ attitudes towards gamified learning are positive. Pedagogical im-plications regarding the application of gamified learning in improving the efficacy of English education in Vietnam and similar EFL contexts are also discussed.


2019 ◽  
Vol 9 (1) ◽  
pp. 20
Author(s):  
Sakchai Muangsrinoon ◽  
Poonpong Boonbrahm

Gamification is a conceptual framework to apply game elements and techniques to improve the interesting process in non-game context. Gamification offers the motivation approach to motivate the player to handle the challenge tasks with game mechanics, game dynamics, and components. Nowadays, To discover the set of game elements and techniques from evaluating the existing related research is more opportunity for success in the exciting process. The core objective of this paper is to review the literature by using descriptive statistics of game elements with the review methodology and evaluate the model with multi-label classification with a dataset from this literature examined. The reviewed literature was first coded author-centrally. After each paper was scrutinized for the analysis, the perspective was pivoted, and further analyses were conducted concept-centrally. A systematic review has been conducted that proves the wide variety of game elements, being retrieved a total of fifteen terms of game elements from twenty-two selected papers that were screened from a total of eighty-two documents. Only a few terms are used: points, feedback, levels, leaderboards, challenges, badges,  avatars, competition, and cooperation. However, only some can be considered actual elements mechanics and that have not a similar abstraction level. Additionally, the authors examined the relationship between game elements and STD: Competence, Autonomy, and Relatedness with a Data mining technique, Multi-label classification to discovery knowledge of game elements. The results indicated that rFerns algorithm provides the lowest Hamming Loss with 4.17%. Furthermore, It shows that Multi-label Rain Forest (rfsrc) in Algorithm adaptation method and Rain Forest (RF) in Problem transformation method provide the same Hamming Loss with 29.17%. Moreover, rFerns algorithm provides the highest accuracy with 87.5% for Competence, and 100% for Autonomy and Relatedness. Furthermore, It shows that Multi-label Rain Forest (rfsrc) in Algorithm adaptation method and Rain Forest (RF) in Problem transformation method provide the same Accuracy with 87.5% for Competence, and 62.5% for Autonomy and Relatedness. The results from this study will be used to design a gamified system in a healthcare context to promote physical activity.


Author(s):  
Emrah Özkul ◽  
Emre Uygun ◽  
Selen Levent

In today's world where digital technology has become an indispensable part of human life, the use of digital platforms allows people to play various types of games to not only meet their personal needs, but also to keep people's minds away from the strenuous work tempo of daily life. The game is an action that allows people to socialize and gain different experiences and to have a pleasant time. It is limited by certain fixed rules for a purpose, including the outcome of winning and losing as a result of these rules. This action led to the emergence of a concept called gamification along with digitalizing technology. Gamification is the use of game elements, game design, and mechanics in the game environment that enable users to socialize and have fun in non-game environments. This chapter defines the concepts of game, gamification, and gamification in tourism, and examines the digital gamification applications in the tourism industry with certain parameters. Authors emphasize the relationship between tourism and gamification.


2020 ◽  
Vol 29 (3) ◽  
pp. 365-381 ◽  
Author(s):  
Paula Bitrián ◽  
Isabel Buil ◽  
Sara Catalán

PurposeGamification is a tool with great potential to motivate individuals to increase their physical activity. That is why sport apps for mobile devices, such as Nike+ or Strava, have integrated game elements. There is, however, little evidence of gamification's effectiveness in this field. Therefore, the aim of the present study is to analyze the impact of game elements included in gamified sports' apps on the satisfaction of basic psychological needs (i.e. competence, autonomy and relatedness). Similarly, the research analyzes the impact of these needs on autonomous motivation.Design/methodology/approachTo achieve these goals, data were collected from users of gamified sport apps, using an online questionnaire. The data were analyzed using partial least squares structural equation modeling.FindingsThe results showed that interaction in the app with achievement-related game elements satisfied the needs for competence, autonomy and relatedness; social-related elements satisfied the need for relatedness; and immersion-related elements satisfied the needs for competence and autonomy. Similarly, satisfaction of the needs for autonomy and relatedness while using the app is crucial to experience autonomous motivation.Practical implicationsThe findings of this study provide guidelines for practitioners and app developers.Originality/valueBased on self-determination theory, the paper provides new insights into the relationship between game elements included in sport apps and individuals' basic psychological needs and motivation.


2019 ◽  
Vol 14 (2) ◽  
pp. 176-187
Author(s):  
Fortesa Haziri ◽  
Miloslava Chovancová ◽  
Faton Fetahu

Abstract Companies aspire to fulfil consumers’ needs, wants and desires by offering products and services. Due to globalization and digitization, the world became a small village by facilitating the obtainability of products/services across the globe. Furthermore, the online purchasing via social platforms mirrors the traditional purchasing process. Gamification, game techniques and elements have been employed in the different domain for engaging and motivating consumers, students, end-users in numerous countries and cultures. Gamification is considered the appliance of game techniques and game elements in the non-game environment. It’s been adjusted in different models founded as a need to explore and explain variables, phenomena and theories. Game mechanics as one of the game elements are applied in different disciplines to achieve better performance, fruitful collaboration, active and enthusiastic participation, creating enjoyable, pleasurable and entertaining environment. Aesthetics are described as the sensory part that game evoke within the player. To identify the differences within consumers who purchase via social media when game mechanics and aesthetics are applied, the chi-square test for independence has been employed. The results estimate that the association between products and services as variables is not statistically significant and the relationship between them is weak or moderated. The findings of this research are useful for private companies and other interested stakeholders.


2018 ◽  
Vol 47 (1) ◽  
pp. 101-127 ◽  
Author(s):  
Jim Buckley ◽  
Tabea DeWille ◽  
Chris Exton ◽  
Geraldine Exton ◽  
Liam Murray

Gamification is the use of game design elements in nongame contexts and has been shown to be effective in motivating behavior change. By seeing game elements as “motivational affordances,” and formalizing the relationship between these elements and motivational affordances, it is the position of this article that gamification can be effectively applied to improve software systems across many different application domains. The research reported here aims to formalize the relationship between game elements and motivation, toward making gamification’s use more systematic. The focus is on the development of a framework linking commonly occurring game elements with the components of a psychological motivational model known as the self-determination theory, coupled with a proposed framework of commonly occurring game elements. The goal is to inform system designers who would like to leverage gamification of the game elements they would need to employ as motivational affordances.


Author(s):  
Fortesa Haziri ◽  
Miloslava Chovancová ◽  
Faton Fetahu

Abstract Companies aspire to fulfil consumers’ needs, wants and desires by offering products and services. Due to globalization and digitization, the world became a small village by facilitating the obtainability of products/services across the globe. Furthermore, the online purchasing via social platforms mirrors the traditional purchasing process. Gamification, game techniques and elements have been employed in the different domain for engaging and motivating consumers, students, end-users in numerous countries and cultures. Gamification is considered the appliance of game techniques and game elements in the non-game environment. It’s been adjusted in different models founded as a need to explore and explain variables, phenomena and theories. Game mechanics as one of the game elements are applied in different disciplines to achieve better performance, fruitful collaboration, active and enthusiastic participation, creating enjoyable, pleasurable and entertaining environment. Aesthetics are described as the sensory part that game evoke within the player. To identify the differences within consumers who purchase via social media when game mechanics and aesthetics are applied, the chi-square test for independence has been employed. The results estimate that the association between products and services as variables is not statistically significant and the relationship between them is weak or moderated. The findings of this research are useful for private companies and other interested stakeholders.


Author(s):  
Abhishek Behl ◽  
Vijay Pereira

The use of game design elements (often called gamification) by firms to engage the customers has attracted attention in recent times. These game elements contribute to shaping up customer’s motivation and loyalty. Gamification is explored from the lens of both empirical as well as an experimental methodological standpoint. There still lacks substantial evidence that explains how and which types of rewards help to understand the customer's motivation. The study addresses this gap by designing an experimental study of 2x2 to address how gamified mobile apps used for making payments can help capture customer’s loyalty by offering them rewards. Data is collected from 385 customers who have been using mobile apps to make payments in the past. The data were tested to check if gamification positively helps the user hedonic and utilitarian motivation, which then positively impacts their loyalty. The study is also moderated by type of rewards (direct cash rewards v/s indirect third party partnered rewards) on the relationship of gamification and customer loyalty mediated through motivation. The results confirm that mobile payment apps' cash rewards are more useful, especially when the degree of uncertainty in the game element is high (scratch card). Additionally, they contribute to a higher degree of utilitarian benefits to the customers. The results contribute to the extension of the self-determination theory and stimulus organism response framework as well.


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