Adam PalmquistNord University | HIBO · Faculty of Social Sciences
Adam Palmquist
Doctor of Philosophy
About
55
Publications
13,415
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143
Citations
Introduction
Additional affiliations
June 2023 - June 2024
Position
- Affilated Researcher
Description
- In this role, I strive to better bridge academia and industry understanding by focusing on practical IT solutions in real-world contexts. I also facilitate research collaborations between the University of Gothenburg's Department of Applied Information Technology and the Norwegian Centre for Excellence in IT Education at NTNU and Nord University. This position also includes some teaching and supervising at the master's level.
September 2020 - February 2023
Position
- PhD Student
Description
- During my industrial PhD, I conducted research in a gamification studio that specialised in implementing gamification platforms for workplace learning environments at large enterprises. My dissertation adopted a design ethnographic approach, positioning itself at the intersection of design research, information systems, and human-computer interaction.
Publications
Publications (55)
For a recycling system to work, both stakeholders and households need to feel engaged in the process. When studying engagement in the context of recycling, it is clear that a broader view is necessary to understand the opportunities and limitations that exist among stakeholders and users. Service dominant logic is undertaken to shed new light on ho...
https://gupea.ub.gu.se/handle/2077/74437
This dissertation discusses the implementation process of gamification in organisations’ workplace learning environments, focusing on four stakeholder groups: Administrators, Leaders, Providers and Users. These stakeholder groups are represented across the dissertation’s five articles, which present the res...
Gamification, the use of game-like elements in non-game contexts, has gained popularity in the field of human resources. However, little research has been conducted on the use of gamification in the employee onboarding process, specifically in terms of socializing and assimilating new employees into an organization. This study aimed to explore the...
There is increasing interest in incorporating game design elements in workplace learning, known as instructional gamification. Despite initial positive indications, there is still a need for a deeper understanding of how organisational stakeholders play a role in implementing instructional gamification. This study employed an explanatory sequential m...
Although game development students typically lack a formal pedagogical education, they have clear opinions and concrete ideas on improving higher education learning practice. In Excited, the Centre for Excellent IT Education, game development students were invited to pitch ideas of educational tools to improve higher education. Then, some of the st...
This study delves into higher education students' active participation in an Erasmus+ blended intensive program (BIP) that focuses on teaching game creation. Three universities facilitated the BIP, which had 22 international students. The program, designed around project-based learning and on-site/online collaboration, empowered students to better...
Virtual reality (VR) gaming has the potential to offer more immersive and realistic environments for players. Recent developments in VR technology and gaming have resulted in more advanced game controllers and the development of more nuanced games. Despite the vast potential behind VR games in enhancing the player experience, there is a lack of fra...
The expanding global engagement in gaming across a wide range of demographics highlights that video games transcend their traditional perception as mere entertainment for children and adolescents. They fulfil diverse roles for various societal groups. Creating universally designed games goes beyond simply featuring a diverse array of characters. Th...
As participation in game related activities increases around the world and across a larger part of the population, it is obvious that games are not just an entertainment medium for children or young people. Games can be used to accomplish different purposes for different groups of people in society.
Developing a universal designed game involves mo...
Video games constitute an important part of peoples’ lives, both from an entertainment perspective and for purposes that go beyond entertainment. For society to become inclusive, video games need to be inclusive. Inclusivity, accessibility, and usability are central concepts of the design of product, services, and experiences. Historically, these t...
Over the past several decades, video games have captured an ever-growing share of public interest, experiencing exponential growth as a form of entertainment. With the burgeoning numbers of gamers globally, the industry has increasingly turned its focus toward improving accessibility and inclusivity. Yet, even as video games capture the imagination...
This chapter delves into the methodology for conducting an Attainable Gaming Experience (AGE) design assessment, applicable to video game artifacts at various stages of development—from inception to completion. The chapter explores the advantages and disadvantages of adopting a multimodal approach for evaluating AGE design, aiming to ensure that th...
The advent of device-agnostic gaming platforms has revolutionized the industry by enabling seamless cross-platform functionality, thus freeing game developers from the constraints of specific hardware environments. This shift has democratized access to interactive digital experiences, significantly expanding the potential player base. However, chal...
The domain of extended reality (XR) has undergone considerable advancements and has brought forth an assortment of gaming experiences that cater to both hedonic and utilitarian contexts. In this chapter, we delve into the various aspects of XR technologies and explore their potential for making their highly immersive gaming experiences more accessi...
Exergames offers an exciting avenue for game developers both in terms of heightening the player experience and promoting health-related outcomes. Common to all exergames is the use of movements during gameplay. Previous research has shown that by incorporating movements into gameplay can facilitate the additional enjoyment, immersion, and game chal...
This chapter examines the pivotal role of investigating the implications and practices that shape an attainable gaming experience (AGE) design, emphasizing the need for an in-depth understanding of interaction interface design and a comprehensive data collection strategy. The chapter explores informed design philosophies that are instrumental in ho...
This chapter focuses on the design directives and design constraints within the four heuristics of AGE and the critical need to balance them for accomplishing the development of universally accessible and inclusive video games. It argues that AGE heuristics serve not merely as guidelines but as a dynamic scaffold that provides foundational insights...
In the last decade, the concepts “serious games” and “gamification”—ergo, game-based artifacts that harbor purposes that go beyond entertainment—have attracted increased public interest, acceptance, and adoption and have consequently undergone an exponential growth. Although with the growing prevalence and influence of these two game-based siblings...
In project-based learning environments, students often face team frustration and conflicts, necessitating the development of conflict management skills. This study examines how integrating a game-based learning approach impacts students' perspectives on managing conflicts in game development project courses. Drawing on theoretical frameworks relate...
There is increasing interest in incorporating game design elements in workplace learning, known as instructional gamification. Despite initial positive indications, there is still a need for a deeper understanding of how organizational stakeholders play a role in implementing instructional gamification. This study employed an explanatory sequential...
Technology education has traditionally been male dominated, and many educator providers struggle to both attract and keep females related to education. Gamification, the use of game elements in a non-game context, has been shown to increase student engagement and inclusion in the learning environment. However, the gamification design and developmen...
Technology education has traditionally been male dominated and many educator providers struggle to both attract and keep females related to the education. Gamification, the use of game elements in a non-game context, has been shown to increase student engagement and inclusion in the learning environment. However, the gamification design and develop...
Gamification, the idea of using game design elements to make tasks more engaging, is used in many contexts. The enthusiasm for gamification and its potential uses can be seen in different research—as well as business fields. As of this day, there exists no dominant design principle or standard on how to construct a gamified solution. However, there...
This paper encircles explorative design research in a multiple stakeholder triple helix project concerning circular economy and household recycling. Design ethnography was employed to find implications for outlining a gamification artifact that would fa-cilitate recycling behaviors. We collected our data during 27 weeks by attending two field sites...
As a result of the increased use of educational software and e-learning resources, repositories of large amounts of educational data have been created (Romero & Ventura, 2020). Applying the appropriate educational data mining (EDM) and learning analytics (LA) techniques on this data have the potential of supporting learning through student-focused...
A promising solution to increase user engagement in gamified applications is tailored gamification design. However, current personalisation relies primarily on user types identified through self-reporting rather than actual behaviour. As a novel approach, the present study used an exploratory machine learning analysis to identify seven clusters of...
This chapter displays a design ethnographic case study on an ongoing machine learning project at a Scandinavian gamification start-up company. From late 2020 until early 2021, the project produced a machine learning proof of concept, later implemented in the gamification start-up´s application programming interface to offer smart gamification. The...
This exploratory study examines the white-collar worker perception of the three most common game elements in learning Level, Points and Badges applied in online training. Through surveys and interviews, the study reveals that the perception of the gamified course design was engaging. The game elements Levels and Badges were considered positive, whi...
This paper discusses perceptions of educational gamification and its potential opportunities for reducing student dropout and teacher workload. Interviews of nine teachers and their technology
acceptance were studied in conjunction with the implementation of a gamified online system during 2019, fully designed for distance education. Results indica...
This study reviews a sole entity in the gamification design, badges, to determine best practices regarding design and implementation in digital environments. By conducting a literature review covering ten experimental publications that examined the badge isolated in a gamified digital environment, this study concludes that existing research gives v...
This exploratory study examines the white-collar worker perception of the three most common game elements in learning Level, Points and Badges applied in online training. Through surveys and interviews, the study reveals that the perception of the gamified course design was engaging. The game elements Levels and Badges were considered positive, whi...
Technology advancement has dynamically improved the ability to conduct research on large amounts of data and produce innovative ways to engage students. This work-in-progress paper presents tentative research proposals devised from two related and emerging fields: learning analytics and educational gamification. We highlight three shared concepts-p...
Applying game like elements to tasks or computer systems meant for serious, non-game, activities is becoming more common, and is seen as a way to support users in learning a system or to support users in performing tasks better. Applying game like elements requires an understanding of users, the target task, and what can motivate the target users i...
We introduce how gambling techniques slurred as gamification can be abusive and how adapting it for HCI can lay a practical basis for unethical designs, both in the commercial and applied research sectors. Based on the original notion of game theory, we argue that these techniques can be pervasive in our everyday socio-technical ecosystem. The digi...
This case study concerns two schools using a similar gamification design in identical learning management systems. The two implementations produced different outcomes despite similar teacher and student demographics, learning methodologies, and learning context. Semi-structured interviews with ten participants involved in the projects were conducte...
Applying game like elements to tasks or computer systems meant for serious, non-game, activities is becoming more common, and is seen as a way to support users in learning a system or to support users in performing tasks better. Applying game like elements requires an understanding of users, the target task, and what can motivate the target users i...
In an experimental study with 1780 adults who participated in distance education, it was shown that gamification did not have an effect on performance, drop-out rate and pass-rate compared to a control group. Despite this, descriptive survey data suggests that the students were positive towards having similar gamification in other courses and would...
Given the disruption of the global workforce's desired skill catego- ries, there is a need to facilitate individual lifelong learning. One suggested so- lution is gamification. However, gamification has been accused of a novelty ef- fect on the user, meaning that the user's engagement is likely to decrease signif- icantly over time. The present stu...
Given the disruption of the global workforce's desired skill categories, there is a need to facilitate individual lifelong learning. One suggested solution is gamification. However, gamification has been accused of a novelty effect on the user, meaning that the user's engagement is likely to decrease significantly over time. The present study inves...
The present explorative case study addresses teacher perception and adoption of a gamification implementation in five classes consisting of 127 students at an upper secondary school in Sweden. Multisession semi-structured interviews with three teachers involved in the implementation were conducted, followed by thematic analysis based on Moore and B...
Effective employee onboarding will be crucial for organizations to consider in the upcoming years. One approach to create scalable and engaging employee onboarding is through utilizing gamification; the use of game elements in a non-game context. In the present case, a multi-sited ethnographical approach was conducted, following the development of...
This exploratory study concerns companies in the manufacturing industry that consider implementing gamification in their online training to satisfy the accelerating demand for workforce upskilling. Through participation in different gamification design workshops with a gamification studio and its clients, this study aims to identify what topics are...
Gamification’s role to support usability and innovation in the manufacturing industry is in its infancy. The present study displays a multi-cited ethnographical approach of a design science research project conducted between a start-up gamification firm and a manufacturing company. The case shows how different gamification design methods are used w...
The engagement achieved from gamification is a phenomenon, as gamification is being seen nowadays in a lot of industries. One reason for the massive popularity of gamification is that the use can provide easy access to a sense of engagement and self-efficacy which otherwise may not deliver. By its nature, gamification present users with challenges...
Gamification has shown varied effects on student performance. In this study we examine the implementation of an agnostic gamification platform, Gamify the World ENgin (GWEN), in Google Classroom (hereafter GC) and focus on the scalability indication as well as gamification's influence on the students and teachers perception of the course and their...
This study concerns the implementation of a gamified API in a digital human modelling simulation software, Industrial Path Solutions-Intelligently Moving Manikin (IPS-IMMA). The software has been identified as complex to learn and use, requiring a high level of expertise and involvement in order to interpret the interface and finding the correct to...
This paper aims at presenting an overview of how the manufacturing industry formulates business transformation and knowledge strategies, to find gaps in Industry 4.0 concepts’ impacts on the workforce. The results indicate that the industry is still focusing on the digital transformation era that was adopted at the end of the 20th century, and how...
The engagement achieved from gamification is a phenomenon, as gamification is being seen nowadays in a lot of industries. One reason for the massive popularity of gamification is that the use can provide easy access to a sense of engagement and self-efficacy which otherwise may not deliver. By its nature, gamification present users with challenges...
Accelerating workplace digitalization and increasing automation in society calls for swift retraining of the existing workforce. Existing research on gamification has investigated how to improve the outcomes of different learning contexts. However, the field of gamified employee training has been sparsely investigated. By participating in different...
Gamification, the idea of using game design elements to make tasks more engaging, is used in many contexts. The enthusiasm for gamification and its potential uses can be seen in different research—as well as business fields. As of this day, there exists no dominant design principle or standard on how to construct a gamified solution. However, there...
Det digitaliserade klassrummet traverses the digital transformation of the traditional learning environment - the classroom. The book highlights different theories about digitization and links them to different methods for learning. The message of the text is: digital technology should not transform the teacher and the student instead, digital tool...
Gamification is the incorporation of game elements in non-game contexts. Gamified products are created by including gamification as part of the original product design. However, how is it to implement gamification in already existing products? This paper investigates gamification designers' and developers' attitudes and opinions on implementing gam...
This paper will discuss how cooperative agent-based systems, deployed with social skills and embodied automation features, can be used to interact with the operators in order to facilitate sharing of tacit knowledge and its later conversion into explicit knowledge. The proposal is to combine social software robots (softbots) with industrial collabo...
A model-based book concerning different analog methods to gamify the learning enviorment. The book explores different theories concerning human motivation and how it affects learning. The text connects various motivation and learning theories to an appliable method for gamified learning. The gamification tools presented are reflected in the light o...