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Gamification: Tools and Techniques for Motivating Users

Published:20 April 2018Publication History

ABSTRACT

This course introduces participants to concepts of gamification and practices some gamification evaluation with a set of heuristics used to evaluated gameful applications and gameful design. We will introduce participants to some of the common gameful intervention strategies to add game design elements that can be used to motivate users and then train participants with our set of 28 gamification heuristics for rapid evaluation of gameful systems. The course is structured into three 80-minute units, which will give the participants enough time to learn how to gamify activities, apply new heuristics and improve their gameful designs. The course instructors, Gustavo Tondello and Lennart Nacke, have both developed the gameful design heuristics and taught a successful gamification course at CHI 2017 before.

References

  1. Sebastian Deterding. 2015. The Lens of Intrinsic Skill Atoms: A Method for Gameful Design. HumanComputer Interaction 30, 3--4: 294--335. Google ScholarGoogle ScholarDigital LibraryDigital Library
  2. Sebastian Deterding, Dan Dixon, Rilla Khaled, and Lennart E. Nacke. 2011. From Game Design Elements to Gamefulness: Defining "Gamification." Proceedings of MindTrek 2011, ACM, 9--15. Google ScholarGoogle ScholarDigital LibraryDigital Library
  3. Andrzej Marczewski. 2015. User Types. In Even Ninja Monkeys Like to Play: Gamification, Game Thinking and Motivational Design. CreateSpace Independent Publishing, 65--80.Google ScholarGoogle Scholar
  4. Alberto Mora, Daniel Riera, Carina Gonzalez, and Joan Arnedo-Moreno. 2015. A literature review of gamification design frameworks. Proc. 7th International Conference on Games and Virtual Worlds for Serious Applications (VS-Games).Google ScholarGoogle ScholarCross RefCross Ref
  5. Richard M. Ryan and Edward L. Deci. 2000. Selfdetermination theory and the facilitation of intrinsic motivation, social development, and well-being. The American Psychologist 55, 1: 68--78.Google ScholarGoogle ScholarCross RefCross Ref
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  7. Katie Seaborn and Deborah I. Fels. 2014. Gamification in theory and action: A survey. International Journal of Human-Computer Studies 74: 14--31. Google ScholarGoogle ScholarDigital LibraryDigital Library
  8. Gustavo F. Tondello, Dennis L. Kappen, Elisa D. Mekler, Marim Ganaba, and Lennart E. Nacke. 2016. Heuristic Evaluation for Gameful Design. Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play Extended Abstracts - CHI PLAY '16, ACM. Google ScholarGoogle ScholarDigital LibraryDigital Library
  9. Gustavo F. Tondello, Rina R. Wehbe, Lisa Diamond, Marc Busch, Andrzej Marczewski, and Lennart E. Nacke. 2016. The Gamification User Types Hexad Scale. Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play - CHI PLAY '16, ACM. Google ScholarGoogle ScholarDigital LibraryDigital Library

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  • Published in

    cover image ACM Conferences
    CHI EA '18: Extended Abstracts of the 2018 CHI Conference on Human Factors in Computing Systems
    April 2018
    3155 pages
    ISBN:9781450356213
    DOI:10.1145/3170427

    Copyright © 2018 Owner/Author

    Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

    Publisher

    Association for Computing Machinery

    New York, NY, United States

    Publication History

    • Published: 20 April 2018

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    Qualifiers

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    Acceptance Rates

    CHI EA '18 Paper Acceptance Rate1,208of3,955submissions,31%Overall Acceptance Rate6,164of23,696submissions,26%

    Upcoming Conference

    CHI '24
    CHI Conference on Human Factors in Computing Systems
    May 11 - 16, 2024
    Honolulu , HI , USA

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