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Actors, Elements, and Innovative Interfaces in Game Experiences: CCAE as a Model For Analysing Game Elements

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Abstract and Figures

The use of game elements in non-game contexts (often labelled as gamification) offers great possibilities in formal, non-formal and informal education. However, despite several academic efforts, there is no consensus on what a game element is. This makes it difficult to decide what parts of games could be used in gamified experiences. In this work, document analysis is carried out in order to identify, extend and adjust the terminology used by different authors to study video games. It reviews some of the academic approaches that describe those elements that can be identified by the players, focusing on dynamics and mechanics, comparing them in order to build a new model (CCAE). The article concludes by mentioning the emergence of interfaces and game forms (particularly pervasive games) that challenge these classifications. With this work we hope to consolidate a common vocabulary for video games that also works as a starting point for building qualitative and quantitative instruments that help to gather designers' and players' perceptions on game experiences.
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Proceedingsof
The10thEuropeanConference
onGamesBasedLearning
67October2016
TheUniversityofthe
WestofScotland
Paisley
Scotland
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Actors, Elements, and Innovative Interfaces in Game Experiences:
CCAE as a Model For Analysing Game Elements
Jorge Oceja and Natalia González Fernández
University of Cantabria, Santander, Spain
jorge.oceja@unican.es
natalia.gonzalez@unican.es
Abstract: The use of game elements in non-game contexts (often labelled as gamification) offers great possibilities in
formal, non-formal and informal education. However, despite several academic efforts, there is no consensus on what a
game element is. This makes it difficult to decide what parts of games could be used in gamified experiences. In this work,
document analysis is carried out in order to identify, extend and adjust the terminology used by different authors to study
video games. It reviews some of the academic approaches that describe those elements that can be identified by the
players, focusing on dynamics and mechanics, comparing them in order to build a new model (CCAE). The article concludes
by mentioning the emergence of interfaces and game forms (particularly pervasive games) that challenge these
classifications. With this work we hope to consolidate a common vocabulary for video games that also works as a starting
point for building qualitative and quantitative instruments that help to gather designers’ and players’ perceptions on game
experiences.
Keywords: Gamification, game elements, interface, pervasive games, serious games, mechanics, dynamics
1. Introduction
This paper is part of a larger study that aims to clarify which game elements could be used to create gamified
experiences that promote civic competence in the context of lifelong learning. It expands former studies
focusing on the possibilities that other emerging technologies such as virtual worlds (Oceja, 2008) or social
networks and eportfolios (González et al., 2015) offer in education.
While working on our project we realized that despite several academic efforts, there is a lack of consensus on
what a game element is, which makes it difficult to decide which parts of games could be used in gamified
experiences.
Game-based learning studies frequently use artificial games (games designed expressly for particular studies)
which are very different from those that players play in the real world. Therefore we thought that looking at
commercial/regular video games was a good starting point in order to build a model that provides a common
vocabulary for the elements that are usually present in games.
Games, in general, and videogames in particular, are complex products frequently produced by large teams.
Besides phenomena like indie gaming (games produced by small teams and/or one person), in most cases
commercial games are ambitious productions where up to 200 people participate. This is the case of AAA
games, studied in detail by Lipkin who refers to them as “Games developed by large teams in numerous
different companies with multi-million dollar budgets, published by large corporate publishers often as both
physical disks in retail stores and digital downloads through platforms like Xbox Live, PlayStation Network, or
Steam”.
However, it is necessary to distinguish between the number of people involved in the development of a game,
and the actors that actually participate in the game experience. Identifying them will help us to gain a better
understanding of video games and will be a step towards consolidating a vocabulary of the elements that
shape games.
Generally speaking, there is an individual or a very small team of people responsible for designing the game
and, on the other hand, a player who plays that game. We focus on these two agents, as they are the ones
participating in the game in a direct and creative way. Hunicke, Leblanc and Zubek define them as “designer”
and “player” (Hunicke et al., 2004).
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Jorge Oceja and Natalia González Fernández
Figure1. Production and consumption of games (Hunicke et al., 2004)
They maintain that, even though the designer and the player approach games in different ways, it is possible
to establish categories of game elements that could be understood by both parts in what they call the MDA
model. From the designer’s perspective, this would include mechanics (components of the game at the level of
data representation and algorithms), dynamics (the run-time behaviour of the mechanics acting on player
inputs and each other’s outputs over time), and aesthetics (the desirable emotional responses evoked in the
player). When the game is consumed by the player, he would meet their counterparts: certain rules, a given
system and –if it is a good game- fun.
However, despite the academic acceptance of this model, our experience of trying to gather both qualitative
and quantitative data from players has shown that they frequently find its vocabulary complex and, to some
extent, unnatural. In other words, it seems that it demands a high capacity for abstraction and/or academic
knowledge on the part of the players.
We think it is crucial to establish a common vocabulary for referring to game elements that could be truly
shared by researchers, designers and players alike. Only then, will we be able to make progress in the field of
game-based learning by deciding which of these elements could be used in other contexts.
Therefore, the main purpose of this paper is to compare the widely adopted MDA framework with other
related works and, at the end, build a new model for referring to game elements that could be easily
understood by both the gaming and the academic communities.
2. Methodology
Document analysis has been carried out in order to identify, extend and adjust the terminology used by
different authors to refer to game elements.
Besides the work of Hunicke et al., other authors have tried to identify the elements present in games.
Obviously all efforts have limitations, as these elements do not have to appear in all cases and/or at the same
time. Therefore, we focus on work that tries to label elements that are generally present in videogames and
that have enough identity to be used in non-game contexts for other purposes.
One of the most operational contributions has been made by Reeves and Ryan (2009). They identify 10
elements traditionally associated with (good) games: avatars, 3D environments, narrative context, feedback,
reputation-rankings-levels, economies and markets, competition under explicit rules, teams, parallel
communication, and time pressure. Even though some of these elements may be controversial (for instance,
3D environments are just the graphic representation of a particular kind of game) it is an interesting first
approach. However, it has a methodological flaw that has led us to not include it in it our comparative analysis,
as it does not classify the elements into categories, making their academic treatment difficult.
Some of the authors proposing a model based on categories are Werbach and Hunter (2012). They recognise
the value of MDA but they suggest a classification that works not only for analysing games but also for deciding
what elements could be used in other contexts. Their work highlights the progressive abstraction of elements
and, more importantly, it names each of them under the categories of components, mechanics and dynamics.
Also, from the field of game design, Brathwaite and Schreiber (2008) propose a classification including
avatar/players, game state/game view, mechanics, dynamics, themes and goals. Although a pertinent
classification, as we will see, several concepts such as “themes” and “goals” seem ambiguous and cannot be
understood as elements to be used in contexts other than games.
The last three models have been widely accepted by the academic community and share (even though they
sometimes refer to different questions) at least the categories of mechanics and dynamics. Thus, in comparing
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Jorge Oceja and Natalia González Fernández
them we have tried to highlight the peculiarities of each, showing examples of the particular elements that
belong to each category for a better understanding of each model.
After analysing the pros and cons of each one – as well as some conceptual overlapping between them -, we
propose a new model that contains a vocabulary that players and designers could easily use, but which is, at
the same time, rigorous enough to be used by the academic community. Only by doing that would we be able
to gather relevant data from these key agents.
Our model, which proposes a classification of game elements into conventions, components, actions and
emotions (CCAE) is shown in the final part of the paper.
3. Results
The following table summarizes the findings of our document analysis, presenting the categories of game
elements identified by each author and the place that the shared concepts of mechanics and dynamics have in
each model.
Table 1: Comparison of approaches to game elements. Based on Brathwaite and Schreiber, 2008; Hunicke et
al., 2004; Werbach and Hunter, 2012
Hunicke et al. provide definitions for the three categories in their MDA model. Mechanics are defined asthe
various actions, behaviours and control mechanisms afforded to the player within a game context”. As
mentioned, they would correspond to the rules from the player’s perspective. If we think of card games, some
examples would be shuffling, trick-taking or betting. For the authors, dynamics “work to create aesthetic
experiences, and they describe the run-time behaviour of the mechanics acting on player inputs and each
others’ outputs over time”. In the player’s approach they would correspond to the system and they are
exemplified by elements such as time pressure, economic systems, and bluffing. Finally, in the MDA model the
last category is aesthetics, essentially, what makes a game fun. In the author’s words, “they describe the
desirable emotional responses evoked in the player, when he interacts with the game system”. The examples
given are the following:
Sensation (Game as sense-pleasure)
Fantasy (Game as make-believe)
Narrative (Game as drama)
Challenge (Game as obstacle course)
Fellowship (Game as social framework)
Discovery (Game as uncharted territory)
Expression (Game as self-discovery)
Submission (Game as pastime)
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Jorge Oceja and Natalia González Fernández
According to Werbach and Hunter’s model, the simplest group of elements are not the mechanics, but what
they call components. They refer to them as “the most specific forms that mechanics or dynamics can take”.
They associate them with names and some of the examples given are achievements, avatars, badges, boss
fights, collections, combat, content unblocking, gifting, leader-boards, levels, points, quests, social graph,
teams and virtual goods. Next, in order of abstraction, they define mechanics as “the basic processes that
drive the action forward and generate player engagement”. They associate them with the idea of verbs and
they give examples such as challenges, chance, competition, cooperation, feedback, resource acquisition,
rewards, transactions, turns and win states. Finally, in their model, dynamics would be “the big-picture aspects
that you have to consider and manage but you can never directly enter into the game”. Connected with the
idea of grammar, they exemplify them with constraints, emotions, narrative, progression and relationships.
Finally, in the Game Atoms model (Brathwaite and Schreiber, 2008), there are some elements that need to be
considered prior to the mechanics. They are game state (a collection of all relevant information that may
change during play – for instance, in chess, pieces and their position), game view (the portion of the game that
a player can see), and game space (the space where the game is played). Then, there would be a second level
(also before the mechanics), composed by the player/avatar and the game bits (items, monsters, enemies,
etc.). Only then, come the mechanics, explained in similar terms to the MDA model as “the basic ingredients of
games; how something works”. However, Brathwaite and Schreiber exemplify them in more detail mentioning
elements such as setup, victory conditions, progression of play, player actions or definition of game view. For
these authors, dynamics are “the pattern of play that comes from the mechanics once they’re set in motion by
players”. Again, even though the definition is close to Hunicke et al., the examples given (land acquisition, end
of races, etc.) show a slightly different approach. Besides dynamics, these authors establish two more
categories: goals (equivalent to the missions or quests presented in the game such as defeating the enemy,
completing levels, etc.) and the theme itself (what the game is about).
4. Discussion
Even though the three works analysed are solid, a rigorous examination shows some conceptual overlapping
and even different ways of referring to the same ideas.
Because the simplest category provided by Hunicke et al. is mechanics, it is difficult to place some classical
game elements such as levels, points and rankings into their model. They make only passing reference to
“components of the game such as level and assets” as part of the mechanics.
On the other hand, even though Werbach and Hunter establish components as the base of their work –to
some extent equivalent to Brathwhite and Schreiber’s game bits- they do not seem to pay enough attention to
aesthetics. In fact, they are only briefly mentioned in Werbach’s course on gamification, where he explains
that graphics and sounds largely determine the emotional response of the player. To some extent, this
happens due to the different interpretation given to the term aesthetic (for Werbach it refers exclusively to
the audiovisual elements, but is more holistic and closer to the Greek concept of aisthetikê–sensation,
perception- for Hunicke et al.).
We also notice that when Werbach and Hunter refer to emotions, they do so under the category of dynamics
while Hunicke et al. leave everything related to the emotions under the aesthetic dimension. At the same time,
within this category, they mention “challenge” and “discovery” while Werbach and Hunter include these under
mechanics.
Deterding et al. (2011)consider that these classificatory problems in establishing categories for game elements
occur because authors, in general, talk about different things. It is very different to speak about the basic
elements for building an interface (levels, rankings, badges, etc.) or the elements related to the game
experience (turns, time constraints, etc.). However, even though this position is explanatory, it does not help
to operationalize game elements and in its discourse it forgets some of the most common ones such as levels,
challenges, or a sense of cooperation.
In any case, our comparative analysis shows that all the approaches share some nomenclature (particularly the
concepts of mechanics and dynamics)and agree on clarifying elements based on their level of abstraction.
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Jorge Oceja and Natalia González Fernández
Furthermore, in most cases, they highlight the emotional dimension as a key element for producing fun and
player engagement. Thus, we have built the following classification that could work as a starting point for
analysing games more efficiently.
Table 2: CCAE Model
Our model proposes four categories (conventions, components, actions and emotions). The reason why they
are represented in a 1+3 formula is that conventions historically associated with gaming (such as points,
badges, rankings, but also other elements such as time constraints represented by a countdown), even though
they tend to appear less often in current games (besides maybe casual games) are, paradoxically, the most
frequently used elements in gamification. They are the most basic and evident elements in video game culture
and their mere presence reminds users of game experiences.
Components refer to all the “physical” elements that appear in the game. Thus, the more realistic the game is,
the more analogous they are to real world objects. Examples in realistic games such as the Grand Thief Auto
series would be land, cars or money. Examples in “abstract” games such as Tetris would be geometric figures
or the cubicle where they fall down.
By actions we mean both the isolated activities that players can execute (walk, shoot, hide, etc.) as well as
those that result from a series of activities (i.e., complete missions, etc.). Examples in realistic games would be
running, stealing, helping, shooting, completing a mission, etc., while some examples in “abstract” games
would be forming lines, completing levels, etc.
Finally, emotions refer to the feelings that players could experience. In this case, we think that the work by
Hunicke et al., sinthesizing those (sensation, fantasy, narrative, challenge, fellowship, discovery, expression
and submission) is still one of the most rigorous and more explanatory approaches made, so we would
continue to take it into consideration in the future when building instruments for gathering data on players’
perceptions of games.
5. Conclusion and future lines of research
The video game industry is experiencing heightened creative momentum due in part to the work of
independent studios and developers. This good news also means that emerging game forms and innovative
interfaces are making academic research more complex, and challenging both the existing frameworks for
classifying game elements as well as the CCAE model presented in this work.
Most of these emerging game forms are the result of the growth of mobile devices and they often mean that
games are expanding from digital spaces into the real world. We are talking mainly about pervasive games,
defined by Montola, Stenros and Waern as “games where one or more salient features expand the contractual
magic circle of play spatially, temporally, or socially"(Montola et al., 2009). Thus, there are games where the
boundary established by Huizinga with the magic circle (Huizinga, 1949)one of the biggest consensus on
game studies- is altered.
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Jorge Oceja and Natalia González Fernández
One of the first commercial successes that combines spatial, temporal and social expansion is Ingress,
developed by Niantic Labs and acquired by Google in what seems to be an important strategical move
regarding data collection from users.
Figure 2: Screen capture of Ingress showing the distribution (in the real world) of both the green and blue
teams
Another important trend, although it does not necessarily imply the action of the players in the real world, is
the appearance of new interfaces and new ways of interacting with games. Examples are varied and include
products such as Papa Sangre (interaction based exclusively on binaural audio and the movement of the player
through the use of the accelerometer), Device 6 (physical interaction through the sense of touch when reading
a novel) or Bounden, which allows two players to grab a phone at the same time and start following a given
choreography.
The appearance of these innovative products, with immense possibilities in the field of education, definitely
challenges all the existing approaches focusing on game elements. However we hope that CCAE could act as a
starting point in the attempt to build a common vocabulary shared by game designers, players and
researchers.
References
Brathwaite, B & Schreiber, I 2008. Challenges for game designers. Charles River Media, Boston, MA.
Deterding, S, Dixon, D, Khaled, R & Nacke, L 2011, ‘From game design elements to gamefulness: defining gamification’
Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments. ACM,
pp. 9–15.
González, N, Oceja, J & Salcines Talledo, I 2015, ‘La Integración de Flipped Classroom, Redes Sociales y Blogfolios en
Educación Superior. Percepción de los alumnos de 4o de Grado de Magisterio en Educación Infantil de la Universidad de
Cantabria’. Presented at the CIMIE 2015. 4o Congreso Internacional Multidisplinar de Investigación Educativa, AMIE
(Asociación Multidisciplinar de Investigación Educativa).
Huizinga, J 1949, Homo Ludens, Taylor & Francis.
Hunicke, R, Leblanc, M, Zubek, R 2004, ‘MDA: A formal approach to game design and game research’, Proceedings of the
Challenges in Games AI Workshop, Nineteenth National Conference of Artificial Intelligence. San Jose, CA: IEEE, pp. 1–5.
Lipkin, N 2012, ‘Examining Indie’s Independence: The Meaning of “Indie” Games, the Politics of Production, and
Mainstream Cooptation’, The Journal of the Canadian Game Studies Association, vol. 7, pp. 8-24.
Montola, M, Stenros, J & Waern, A 2009, Pervasive Games: Theory and Design. Taylor & Francis.
Oceja, J 2008, Second Life and Education: Possibilities and Limitations of Proprietary Virtual Worlds. Presented at the
International Conference of Education Research and Innovation. Madrid, Spain, IATED.
Reeves, B, Read, JL 2009, Total Engagement: How Games and Virtual Worlds Are Changing the Way People Work and
Businesses Compete, Harvard Business Review Press, Boston, Mass.
Werbach, K, Hunter, D 2012, For the Win: How Game Thinking Can Revolutionize Your Business, Wharton Digital Press.
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... Emotions, the same as aesthetics described in the MDA framework, refer to the feeling that a game can invoke in a player. Lastly, Conventions are the elements that are historically associated with games (points, badges, rankings, time constraints, avatars, etc.) (Oceja and Gonzalez Fernandez 2016). ...
Thesis
Full-text available
This dissertation addresses decreased academic participation, low engagement and poor experience as issues often related to students’ retention in online learning courses. The issues were identified at the Department of Computer Science at RWTH Aachen University, Germany, although high dropout rates are a growing problem in Computer Science studies worldwide. A solving approach often used in addressing the before mentioned problems includes gamification and personalization techniques: Gamification is a process of applying game design principles in serious contexts (i.e., learning), while personalization refers to tailoring the context to users’ needs and characteristics. In this work, the two techniques are used in combination in the Personalized Gamification Model (PeGaM), created for designing an online course for learning programming languages. PeGaM is theoretically grounded in the principles of the Gamified Learning Theory and the theory of learning tendencies. Learning tendencies define learners’ preferences for a particular form of behavior, and those behaviors are seen as possible moderators of gamification success. Moderators are a concept explained in the Gamified Learning Theory, and refer to variables that can influence the impact of gamification on the targeted outcomes. Gamification success is a measure of the extent to which students behave in a manner that leads to successful learning. The conceptual model of PeGaM is an iterative process in which learning tendencies are used to identify students who are believed to be prone to avoid certain activities. Gamification is then incorporated in activities that are recognized as ‘likely to be avoided’ to produce a specific learning-related behavior responsible for a particular learning outcome. PeGaM model includes five conceptual steps and 19 design principles required for gamification of learning environments that facilitate student engagement, participation and experience. In practice, PeGaM was applied in an introductory JavaScript course with Bachelor students of Computer Science at RWTH Aachen University. The investigation was guided by the principles of the Design-Based Research approach. Through this approach, PeGaM was created, evaluated and revised, over three iterative cycles. The first cycle had an explorative character, included one control and one treatment group, and gathered 124 participants. The second and third cycle were experimental studies, in which 69 and 171 participants were randomly distributed along one control and two treatment groups. Through the three interventions, mixed methods were used to capture students’ academic participation (a measure of students’ online behavior in the course collected through activity logs), engagement (evaluated quantitatively through a questionnaire compiled to measure behavioral, emotional, and cognitive engagement), and gameful experience (quantitative measure of students’ experience with the gamified system). In addition, supporting data was collected through semi-structured interviews and open-ended survey questions. The empirical findings revealed that gamification with PeGaM contributes to learning outcomes and that the success of gamification is conditioned by the applicability of game elements with learners’ preferences and learning activities. Cross case comparisons supported the application of PeGaM design principles and demonstrated its potential. Even though limited support was found to confirm the moderating role of learners’ learning tendencies, the study demonstrated that the gamification of learning activities that students are likely to avoid can increase their participation - but must be carefully designed. Most importantly, it has been shown that educational gamification can support and enhance learning-related behavior but require relevant and meaningful learning activities in combination with carefully considered reward, collaborative and feedback mechanisms. The study provides practical and theoretical insights but also highlights challenges and limitations associated with personalized gamification thus offers suggestions for further investigation.
... Los dos grupos coincidieron en resaltar el papel que tendrán las formas emergentes de juego (Oceja & González-Fernández, 2016), en particular los juegos ubicuos y las experiencias cross-media que combinen lenguajes y medios de distinto tipo, no exclusivamente digitales. Los expertos mencionaron, además, el papel relevante que tendrá la monitorización de comportamientos (cuestión que habrá de ir acompañada de consideraciones en torno a la privacidad y tratamiento de esos datos) y los diseñadores la importancia de la realidad virtual. ...
Article
Full-text available
El propósito de esta investigación es obtener orientaciones para el diseño de experiencias de juego que puedan promover la competencia cívica. Para ello se ha trabajado con dos colectivos: expertos del ámbito académico que desarrollan su labor en gamelabs europeos y diseñadores de exitosos juegos comerciales de carácter cívico. En particular trabajamos con miembros del Center for Applied Game Research (CEAGAR) de la Universidad de Aalborg en Copenhague y con diseñadores de Bulgaria, Polonia y Estados Unidos. El estudio se centra en los siguientes aspectos: elementos que han de ser incluidos en estas experiencias, consideraciones del proceso de diseño e importancia de las formas de juego emergentes Los dos colectivos coinciden en varios aspectos (necesidad de ofrecer a los jugadores acciones y emociones significativas, la importancia de una retroalimentación equilibrada o la influencia que tendrán los juegos cross-media en el futuro) pero a su vez aportan visiones propias; por ejemplo, los diseñadores subrayan la importancia de la transgresión y la superación de tabúes y los expertos académicos la necesidad de otorgar más importancia a las ideas que a los aspectos tecnológicos.Palabras clave: videojuegos; gamificación; competencia cívica; juegos cívicos; diseño de juegos.
... However, academics fail to agree on what a game element is. The CCAE model (Conventions, Components, Actions and Emotions) (Oceja & González-Fernández, 2016) tries to synthetize previous attempted classifications of game elements, such as those of Hunicke, Leblanc and Zubek (2004), Werbach and Hunter (2012) and Brathwaite and Schreiber (2008). This model distinguishes between iconographic conventions (i.e. the most commonly used elements in simplistic gamification practices), components or objectual metaphors of the real world, actions afforded to the players (including their consequences) and, finally, the emotions that they can experience. ...
Conference Paper
Full-text available
Gamification has been defined, with minor variations, as the use of game elements in non-game contexts. Fields with gamified practices range from business (to increase sales, improve customer satisfaction or foster productivity) to others, such as health, personal well-being and, regarding education, improvement of classroom management (in which gamification aims to promote positive behaviours). The community around Wikipedia Project has decided to use some of these practices to promote author participation and create new content. This work reviews some of these attempts, with a focus on the experiences at Wikipedia Spain, analysing the impact of including different game elements and proposing strategies to improve results in the future.
Conference Paper
Game-based learning (GBL) is a methodology that has shown important educational benefits over the last few years. The wide range of GBL approaches include a whole plethora of experiences ranging from the use of full-fledged games (both commercial and educational) to the inclusion of game elements in the learning process in the so-called gamification. This exploratory research analyzes the experience of teachers from Spain, Belgium, and Turkey regarding the use of GBL. It also identifies which are the most common ways in which they implement GBL in the classroom. Results suggest that teachers have a certain degree of experience, with most of them having used games or gamification for one to three years. An in-depth analysis shows important differences by countries with most teachers in Spain and Belgium having more than five years’ of experience. Results also show that most of the teachers’ experiences are related to the use of games (especially physical games or educational digital games) rather than to gamification practices.
Chapter
Social awareness of carbon emissions has come to the forefront more than ever within the last five years. The effects of global warming present one of the greatest epistemic environmental threats of our age. While CO2 emissions have returned to slower growth rates, with a pronounced slowdown between 2014 and 2016 in the USA and European Union, the growth in China/India specifically and most developing nations has dominated global trends for the past 20 years. Contributing to the continued growth of CO2 emissions is the implied correlation between higher levels of economic activity and the requisite use of non-renewable resources (e.g. coal, oil and gas) all resulting in more emissions. Much of the contributors to increased CO2 emissions are linked to conversion of raw material into economic outputs specifically for energy with trade openness’ creation of movement of goods and services across borders, coupled with modern technologies and managerial philosophies contributing further. While there has been much social activism regarding the need to create a global plan for CO2 emissions, the degree of traction remains relatively negligible. A wide degree of policies, programs and projects aimed at attempting to address global climate change, its drivers and impact have emerged to create the requisite social and institutional conditions to adapt to climate variability, risk and its future impact. The question becomes how to create/increase the requisite positive behaviors needed to enable significant behavioral change regarding carbon emissions.
Thesis
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Worldwide, there is a growing demand for Science, Technology, Engineering, and Mathematics (STEM) professionals to reshape the world of work (Fayer, Lacey, & Watson, 2017; Shapiro, Østergård, & Hougard, 2015). This demand has put STEM education at the center of educational reforms, such as motivate school-age students to pursue STEM-related careers (European Commission, 2015). Despite these efforts, STEM education currently faces different challenges: low enrolment and high attrition rates in higher education programs (Sithole et al., 2017), as well as low academic performance (OECD, 2018) and gender disparity (UNESCO, 2017). It is, therefore, not surprising that higher education institutions want to overcome the above issues by motivating more students to enroll in STEM fields. In this context, gamification is presented as an alternative active learning methodology by motivating and engaging students in their learning activities (Langendahl, Per-Anders Cook & Mark-Herbert, 2016; Ribeiro, Leal da Silva, & Quadrado Mussi, 2018). Gamification refers to the use of game elements in non-game contexts (Deterding, Dixon, Khaled, & Nacke, 2011). Given that worldwide, 57% of gamers range from 10 to 35 years old (Statista, 2017), it seems fit for STEM education to include gamification as part of the students’ active learning process. Thus, the current dissertation formulated its first research objective: analyze the current research gaps of gamification in STEM Higher Education. Two systematic reviews of research were conducted to address the objective. The first review focused on gamification in STEM Higher Education to have a general overview of the state-of-the-art in the topic (chapter 2). The second review focused explicitly on gamification and learning performance (chapter 3), the critical study variable. The reviews examined 30 and 23 studies, respectively. The findings in both studies helped to identify the following gaps. First, there was a lack of studies in certain STEM areas, which showed to be more inclined only to study Computer Science –related subjects. Second, most studies focused on a combination of game elements, causing a lack of understanding of the game element that has a positive impact on student performance. Third, there was a lack of validated psychometric measurements in the studies that could be questioned due to their weak reliability. Most studies used only the logs provided by the Learning Management System to assess student’s gamified actions. Fourth, there was a lack of focus on student’s mediating or moderating variables that could have an impact on student’s learning performance. Fifth, more studies were needed to underpin the direct or indirect linkage of gamification on learning performance. Sixth, there was a need to consider a suitable sample that could provide sufficient power, and effect sizes, and set up longer experimental interventions to avoid novelty effects and a lack of generalization. The identified gaps helped formulated the second research hypothesis. Evaluate the impact of specific gamified elements on learning performance. This objective was subdivided into three objectives, each aligned to a study. The gaps also helped us with design guidelines. An in-depth analysis of the literature on gamification (Chapter 1) also helped us identified the theoretical framework from which this dissertation was built on. For learning performance, we used the Theory of Gamified Learning (Landers, 2014) that indicates how gamification affects learning performance via mediation or moderation. Regarding motivation, The Self-Determination Theory (Ryan & Deci, 2000) with its corresponding sub-theories (e.g., Cognitive Evaluation Theory) helps us understand how intrinsic motivation and autonomous motivation can be achieved by fulfilling the need of autonomy, competence, and relatedness. Furthermore, it helped us understand under what conditions intrinsic motivation can be undermined or facilitated. In terms of self-efficacy, we chose Bandura's definition (1994), explaining people’s beliefs about their abilities to perform tasks focusing on four primary sources of influence. These are mastery experiences, vicarious experiences, performance feedback, and physiological or emotional states. As for student engagement, we built on Gunuc & Kuzu (2015), Fredricks, Blumenfeld, & Paris (2004), as well as Trowler (2010), explaining its different dimensions: behavioral, emotional, and cognitive. Finally, for the gamified design, we used the theory of Situated Motivational Affordances (Deterding, 2011), which explains that motivational needs are satisfied depending on how an artifact or, in this case, game elements are used, and not necessarily how they have been used. The 6Dimensions framework (Werbach & Hunter, 2012) also guided us in the design of the gamified environment. Study 1 (chapter 4) examined the effect of gamification – building on leaderboards - on learning performance. Furthermore, mediating variables such as intrinsic motivation, self-efficacy, engagement, and demographic variables such as gender, previous gaming experience, among others, were considered. A pretest-posttest quasi-experimental design (N=89) with an experimental (N=55) and a control condition (N=34) was set up in an Introductory Computer Programming course, lasting six weeks. Results indicated a significant improvement in the learning performance of students in the gamified condition. However, no interaction effect was detected due to mediating and demographic variables. Study 2 (chapter 5) also analyzed the impact of gamification on learning performance, intrinsic motivation, self-efficacy, and engagement in engineering students taking a basic programming course. The difference was the game element: badges. One hundred sophomore undergraduates participated in a quasi-experiment, lasting six weeks. A pretest-posttest design with control (N=50) and experimental group (N=50) was set up. Results showed a statistically significant improvement in engagement in gamification students, compared to the control group. However, no significant impact on learning performance, intrinsic motivation, self-efficacy, and any of the student demographic variables was observed. Study 3 (chapter 6) addressed the game element that showed a more favorable result: leaderboards. The limitations from studies 1 and 2 also helped improve the design of study 3, namely the need to include qualitative data to complement the quantitative data analysis, and to widen the motivation spectrum to analyze more than just intrinsic motivation. Thus, the study, once again, assessed the effect of gamification on learning performance. However, it now included the autonomous motivation as a mediating variable, apart from self-efficacy. Engagement was no longer studied. Furthermore, three demographic variables were not studied anymore: personality, age, and high school major. Participants were 175 undergraduate students enrolled in a Calculus class. The study was based on a pretest-posttest quasi-experimental design, involving students in an experimental (N=34) and control condition (N=141). The study lasted nine weeks. Results pointed at a significant improvement in learning performance in the gamified condition. Nevertheless, no effects are observed due to mediating variables. Overall, in this dissertation, we showed that students increased their learning performance more in the gamified environment compared to a control group using leaderboards. However, as much as we tried to present the gamified design differently, we did not find a significant change in motivation and self-efficacy. We did find a change in engagement only in the badge oriented course. When trying to understand the lack of significant results, different answers showed up (chapter 7). They could have been related to the nature of the subject, the gamified design, the methodological design, among others. Students could have still perceived the game elements as they were initially designed: leaderboards to foster competition, diminishing intrinsic motivation, and badges as external motivators only. Nevertheless, we reiterate that gamification has shown the potential to push STEM programs towards an increase in learning performance.
Conference Paper
Full-text available
This paper examines the actual situation of virtual worlds, emphasizing both their educational possibilities and their limitations. We start by defining virtual worlds and establishing differences with other related terms. Then we focus on Second Life identifying some of the key elements behind its philosophy such as money, land and private property. We reflect about how these aspects affect their educational uses and we analyze some of the milestones in the brief history of virtual worlds. Afterwards, we review an ongoing debate: Will more closed and proprietary worlds be created or are we facing the birth of a new interface? We explain how we have worked through virtual ethnography executing two kinds of immersions: The first one was by subscribing and participating in the most important mailing lists and blogs of the Second Life community. The second one was by submerging ourselves in Second Life itself to identify good educational practices. After analyzing the results of this ethnography, we enunciate both the potential and pitfalls of Second Life. Even though we detect some great educational experiences, we highlight how some of the concepts in which it is based (close source, money, land and private property) limit both its expansion and the possibilities of educators that are working on it.
Conference Paper
Full-text available
Recent years have seen a rapid proliferation of mass-market consumer software that takes inspiration from video games. Usually summarized as "gamification", this trend connects to a sizeable body of existing concepts and research in human-computer interaction and game studies, such as serious games, pervasive games, alternate reality games, or playful design. However, it is not clear how "gamification" relates to these, whether it denotes a novel phenomenon, and how to define it. Thus, in this paper we investigate "gamification" and the historical origins of the term in relation to precursors and similar concepts. It is suggested that "gamified" applications provide insight into novel, gameful phenomena complementary to playful phenomena. Based on our research, we propose a definition of "gamification" as the use of game design elements in non-game contexts.
Article
Full-text available
In this paper we present the MDA framework (standing for Mechanics, Dynamics, and Aesthetics), developed and taught as part of the Game Design and Tuning Workshop at the Game Developers Conference, San Jose 2001-2004. MDA is a formal approach to understanding games – one which attempts to bridge the gap between game design and development, game criticism, and technical game research. We believe this methodology will clarify and strengthen the iterative processes of developers, scholars and researchers alike, making it easier for all parties to decompose, study and design a broad class of game designs and game artifacts.
Book
Millions play Farmville, Scrabble, and countless other games, generating billions in sales each year. The careful and skillful construction of these games is built on decades of research into human motivation and psychology: A well-designed game goes right to the motivational heart of the human psyche. In For the Win, Kevin Werbach and Dan Hunter argue persuasively that game-makers need not be the only ones benefiting from game design. Werbach and Hunter, lawyers and World of Warcraft players, created the world's first course on gamification at the Wharton School. In their book, they reveal how game thinking--addressing problems like a game designer--can motivate employees and customers and create engaging experiences that can transform your business. For the Win reveals how a wide range of companies are successfully using game thinking. It also offers an explanation of when gamifying makes the most sense and a 6-step framework for using games for marketing, productivity enhancement, innovation, employee motivation, customer engagement, and more.
Book
Can the workplace be redesigned to include avatars, three-dimensional environments, and a host of virtual rewards that form newly transparent reputations for you and your team? This grounded and thought-provoking book by Byron Reeves and Leighton Read argues that it is not only possible, it is inevitable. Massive multiplayer online games (MMOs) are a new cultural phenomenon at the intersection of electronic entertainment and social networking. Borrowing the key design principles from these games can address a host of classic challenges in the workplace including collaboration, innovation, leadership, and of course, boredom. No longer the sole domain of adolescent boys, today’s best complex social games capture countless of hours of attention from men and women across the age spectrum who are carrying out activities in these entertainment titles that look surprisingly like the same tasks being performed by enterprise information-workers. There is a lot to be learned from the context that makes this behavior engaging, for example: positioning tasks within compelling stories that matter to the player, providing the tools for internal marketplaces where economic behavior replaces command and control, and affordances that help solve the problem of “what do I get when we win” Reeves and Read show how to choose and implement the right elements for your business. Of course, the psychological power of game design can have both positive and negative consequences for the workplace. That’s why it’s important to put them into practice correctly from the beginning–and Reeves and Read explain how by showing which good design principles are powerful antidotes to the addictive and stress-inducing potential of games. Supported by specific case studies and years of research, Total Engagement completely changes the way you view both work and play.
  • J Huizinga
Huizinga, J 1949, Homo Ludens, Taylor & Francis.
Examining Indie's Independence: The Meaning of " Indie " Games, the Politics of Production, and Mainstream Cooptation', The Journal of the Canadian Game Studies Association
  • N Lipkin
Lipkin, N 2012, 'Examining Indie's Independence: The Meaning of " Indie " Games, the Politics of Production, and Mainstream Cooptation', The Journal of the Canadian Game Studies Association, vol. 7, pp. 8-24.
Challenges for game designers. Charles River Media
  • B Brathwaite
  • Schreiber
Brathwaite, B & Schreiber, I 2008. Challenges for game designers. Charles River Media, Boston, MA.
From game design elements to gamefulness: defining gamification' Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments
  • S Deterding
  • D Dixon
  • Khaled
  • Nacke
Deterding, S, Dixon, D, Khaled, R & Nacke, L 2011, 'From game design elements to gamefulness: defining gamification' Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments. ACM, pp. 9–15.