Researching Gamification

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Zachary Fitz-Walter.pdf - Smart Services CRC

Question• How would we motivate someone to take thestairs instead of the escalator?


One possible answerhttp://www.thefuntheory.com/piano-staircase


They have also had a history ofbeing used for serious purposeshttp://www.betaarchive.com/imageupload/2012-02/1329524385.or.54252.png


Recent trend in software applications


Including game design elements


What should we call this?


Persuasive, pervasive gaming!


Persuasive, pervasive gaming!


Gamification


Gamification


GamificationGamification “the use of game design elementsin non-game contexts” (Deterding et al., 2011)• Where game design elements can include:– Game interface design patterns, game design patternsand mechanics, principles and heuristics, models, anddesign methods.• Gartner, 2011: “More Than 50 Percent ofOrganizations That Manage InnovationProcesses Will Gamify Those Processes”


Case Study 1: QUT Orientation


Case Study 1: QUT Orientation• How do we engage and motivate students atuniversity orientation using a mobile game?– Attendance and Participation– Social Networking– Exploring the campus


QUT Orientation Eventshttp://orientation.qut.edu.au


iPhone App PrototypeiPhone App Prototype


iPhone App Prototype


Research• Focus group and interviews with orientation staff• Design and development of a prototype app• Pilot study – 26 students• Integration with the QUT iPhone application anda deployment study – survey and usage data• Results indicated the game elements werereceived well, but the design of the elementsneeded further consideration


Case Study 2: Learning to Drive


Case Study 2: Learning to Drive• How do we engage and motivate Learner Driversto undertake more diverse, supervised drivingpractice?– Spreading it out over the entire learning period– Driving in different environments– Driving beyond the mandatory 100 hours


Case Study 2: Learning to Drive


Research• Investigation into the design of gamification– Gamification Design Methodology and Framework• Interviews with experts and survey for LearnerDrivers• Development of a prototype app• Usability studies with Learners Drivers• Field study with Learner Drivers


Takeaways• Gamification research is important• Initial research has shown value in theapplication of game elements to non-gamecontexts• More research is needed to understand itsdesign, effect and benefits


Thanks• Mr. Zachary Fitz-Walter– z.fitz-walter@qut.edu.au– http://zefcan.com• Supervisor: Aspro. Dian Tjondronegoro– dian@qut.edu.au– http://mobileinnovation-lab.com• Supervisor: Dr. Peta Wyeth– p.wyeth@qut.edu.au

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