scholarly journals Gamification and its Applications

2021 ◽  
Vol 3 (1-2) ◽  
pp. 04-07
Author(s):  
KDV Prasad

In the recent past, gamification is a new buzzing word and is used frequently by researchers in particular in the area of management. Gamification is applying gaming and using gaming components and procedures in a non-gaming environment. The three main components of gamification are game elements – a design prototype which can be integrated into the game; game design – A complete procedure building engaging games, based on business objectives, technical feasibility and management expectations; the last one is the non-game environment – The non-gaming environment is the components involved in real-world business and social impact objectives and goals. If gamification is applied correctly in a business or social environment, the results will be amazing and can inspire the business community decisions. Gamification can be the future of the business and can make the business environment the gaming components fun and those fun and appealing components can be applied in real-life business activities. To make gamification effective the game dynamics, game design, behavioural change, and motivation are the aspects that need to be combined applied in non-gaming environment. This brief note presents the main ideologies that can the gamification design in the business environment more successful. The author also narrates whene the gamification procedures can be useful in the business world.

2018 ◽  
Vol 60 (1) ◽  
pp. 55-65
Author(s):  
Krystyna Ilmurzyńska

Abstract This article investigates the suitability of traditional and participatory planning approaches in managing the process of spatial development of existing housing estates, based on the case study of Warsaw’s Ursynów Północny district. The basic assumption of the article is that due to lack of government schemes targeted at the restructuring of large housing estates, it is the business environment that drives spatial transformations and through that shapes the development of participation. Consequently the article focuses on the reciprocal relationships between spatial transformations and participatory practices. Analysis of Ursynów Północny against the background of other estates indicates that it presents more endangered qualities than issues to be tackled. Therefore the article focuses on the potential of the housing estate and good practices which can be tracked throughout its lifetime. The paper focuses furthermore on real-life processes, addressing the issue of privatisation, development pressure, formal planning procedures and participatory budgeting. In the conclusion it attempts to interpret the existing spatial structure of the estate as a potential framework for a participatory approach.


2020 ◽  
Author(s):  
Carlos Alberto Catalina Ortega ◽  
Svjetlana Kolić-Vehovec ◽  
Barbara Rončević Zubković ◽  
Sanja Smojver-Ažić ◽  
Tamara Martinac Dorčić

UNSTRUCTURED Objectives: The main purpose of the paper is to define a new methodology that allows the design of Serious Games that promote a behavioural change. The methodology is based on the Intervention Mapping Protocol (IMP) to define all the information and interventions and Applied Behaviour Analysis (ABA) to promote the behaviour change. Materials and methods: The methodology is based on the experience of game designers and psychologies within the eConfidence H2020 research project in which a new methodology was designed and implemented in two serious games. The game development methodology is described in six steps to be followed, with the psychological perspective integrated with the game design. Both games were tested in 10 schools with a pre and post-test for the data analysis. Results: Both games developed within the methodology present relevant findings on the change of behaviour of the users. Additionally, the proposed metric integrated allows a database improvement of the games to get better results. Conclusion: New methodology for design and study effectiveness of Serious Games that promote behavioural changes, was designed and integrated into two serious games that demonstrate changes in the users. The methodology could help other teams in the work of design and assess the effectiveness of a Serious Game for behavioural change.


2021 ◽  
Author(s):  
Lyuba Encheva

In recent years gamification has emerged as a design trend in customer relationship management, marketing, education and governance. It promotes the use of game design principles in the organization of every day environments, tasks and interactions. As an offspring of advanced communication technologies, gamification relies on the unhindered use of networked devices that transforms every experience into a user experience. Borrowing on the ubiquitous popularity of video games, the premise of gamification is the technologically enabled relationship between virtual causes and real-life effects, and its promise - a mutually beneficial coordination of corporate and personal interest. This dissertation outlines the socio-political implications of the concept of gamification through a critical examination of its content and intended meanings. The unpacking of gamification as an aspiration and a worldview reveals that as soon as we take for granted the equality of the sign and the signified, we also accept that life experiences do not exceed the signs we use to describe them. Therefore, to play life as a game, as gamifiers urge, is to live life by design. The definition I coin considers gamification from the perspective of political consequences, rather than practical application and mechanics. I work towards this definition by focusing on the rhetoric of gamification as an expressed intention that constructs motives and renegotiates beliefs. Hence, the theoretical model I apply draws on the work of two major theorists. American rhetorician and philosopher Kenneth Burke offers a theoretical apparatus for the study of the form and rhetorical devices of addressed messages. French semiotician and social theorist, Jean Baudrillard, informs the deconstruction of the claims gamification makes. The treatment of language as intention and action that is necessarily subjective and interested, offers a liminal stand-point from where the vision of a gamified world can be seen as an ideology which normalises itself by rhetorical means. Thus, I propose that the concept of gamification, whether applied in practice or not, is a political act. It constructs an ideology that seeks to reconcile the myth of the sacrosanct freedom of the Western individual with the constant imposition of corporate and government demands for compliance, accountability and efficiency.


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):  
T. Kravchenko ◽  
◽  
N. Shymchenko ◽  

The essence and features of the concept of emotional intelligence are considered. The essence of emotional intelligence is defined as a set of cognitive abilities to identify, understand and manage emotions, as well as knowledge, skills and abilities, operations and strategies of intellectual activity related to the processing and transformation of emotional information. The characteristics and prerequisites for the formation of emotional intelligence are identified. The forms and levels of development of emotional intelligence in ontogenesis are analyzed. The main advantages of the formation and development of emotional intelligence for successful employment and personal development are highlighted. A survey of students on awareness in the field of emotional intelligence and assessment of its level, which showed that 24.3% of respondents are interested in this topic in depth, 60% know only general information, and 15.7% first learned about this indicator. Despite the fact that not everyone understands the essence of emotional intelligence, almost half of respondents believe that the level of emotional intelligence is significant. A quarter of students believe that IQ is more important, and another 25% found it difficult to answer this question. The basic methods of development of emotional intelligence are offered. The role of emotional intelligence for managers and business is defined. It is determined that in today's business environment, authoritarian managers are much less likely to succeed in the long run than those who use a democratic style of government. If a manager wants to succeed in the business world now and in the future, it is important to understand the role of emotional intelligence in business today. The possibility of increasing the efficiency of management activities of the specialist through the development of emotional intelligence, which provides prospects for innovative development of the organization (enterprise).


Author(s):  
Guaracy Silveira

Guided by the principles of digital game design, the author proposes a reformulation of the pedagogical objectives and focuses of the pedagogical graduate courses, especially in relation to internship and training stages, in a problem-solving model based on digital games intending to shift the formation of future teachers from an abstract model to a real-life-based problem, thus proposing guidelines for an interdisciplinary project. The chapter summaries this proposal enlisting the necessary structural changes needed to achieve this goal to guide those wishing to adjust their pedagogical projects in a way to insert the digital games as educational devices in their courses without having to remodel the entire existing course. An introduction to the problem is made, its theorical background presented, followed by a contextualization of the Brazilian educational area with the proposition delineated and a conclusion.


Author(s):  
Marcel Meyer ◽  
Matthias P. Hühn

Purpose The purpose of this study is to discuss the advantages and challenges of using virtuous language in business. Design/methodology/approach This paper is a theoretical exploration based on a literature review and philosophical analysis that uses a quantitative study from the Boston Consulting Group (BCG) as its starting point. Findings This study argues that neo-Aristotelian leadership and positive leadership explain why companies whose financial filings use value-laden language that stresses the higher purpose of the organisation to outperform companies whose reports use the language of profit maximisation. While neo-Aristotelian leadership is based on Aristotle’s Rhetoric, positive leadership is primarily influenced by research results from Positive Psychology and Positive Organizational Scholarship. The two approaches to leadership highlight something that conventional business research largely ignores, namely, the role of values as drivers of human behavior and the importance of character in leadership. Both research streams indicate that it is possible for organisations to do well and do good because they are seen as groups of value-driven individuals. Thus, using virtuous/positive communication is a possible means to do well financially and to (re-)humanize the business world of tomorrow. Research limitations/implications The BHI study investigates the outcomes of written language only; thus, it does not consider oral communication. Moreover, there is no “perfect level” of virtuous language in corporate environments. We should not expect the same precision in ethics as in mathematics. Practical implications By way of explaining how to best use virtuous language in a business context, this study helps business practitioners to do good and well. Social implications This study offers a pathway to (re-)humanize tomorrow’s world of business, which is once again subjugating humanity to imagined technological imperatives. Originality/value By deliberating the benefits and possible downsides of using virtuous language in a business environment, this paper advances a topic that has recently gained considerable attention but is still in need for more research.


Author(s):  
Hakikur Rahman

Today’s fast moving business world faces continuous challenges and abrupt changes in real-life situations at the context of data and information management. In the current trend of information explosion, businesses recognize the value of the information they can gather from various sources. The information that drives business decisions can have many forms, including archived data, transactional data, e-mail, Web input, surveyed data, data repositories, and data marts. The organization’s business strategy should be to deliver high-quality information to the right people at the right time.


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