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The Use of Games and Play to Achieve Real-World Goals

In the last few years, there has been a growing interest in the application of game elements to real-life goals and tasks. These efforts are often directed towards self-improvement, encouraging...

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CHI PLAY 2015: HCI, Games, and Gamification

A few weeks ago I attended CHI PLAY 2015, the second edition of the ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play. CHI PLAY is an international and interdisciplinary conference for...

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4 Interesting Research Informed Games for Health

A profusion of gamified applications and games for health exist or are being developed every day. However, not all of them are informed by quality theoretical or practical research in order to...

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Personalization in Serious Games and Gamified Applications

Personalization in serious games and gamified applications is a new and important research field with several questions that still need to be investigated. Results from initial research suggest that is...

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Challenge Accepted! The role of challenge for gameful design

There are dozens of different game elements that can be employed for gameful design, from the most well-known points, badges, and leaderboards, to levels and progression, social interaction,...

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I’m in it for the prize! The role of rewards for gameful design

In my previous post, I talked about the important role of challenge as an element for gameful design. Today I will talk about rewards, a game element that is present in many gameful applications. But...

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Level Up! The role of progression for gameful design

Welcome to the final post in this series focused on better understanding some of the most widely used gameful design elements! This post will address progression, one of the basic design elements to...

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Gameful Design Fundamentals: Challenge, Progression, Rewards

These slides are a summary of the post series focused on better understanding some of the most widely used gameful design elements. If you’re interested in reading more, also check the original blog...

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Civilization V in High Schools: How To Motivate Different Students?

Civilization V screenshot (by Wikipedia) The Verge has recently reported that Civilization V is going to be used in North American high schools beginning next Fall. Publisher Take-Two Interactive...

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Pokémon GO is not Gamification! (It’s a game!)

During the past week, considerable attention has been given in the media to Niantic‘s new game, Pokémon GO! Lots of people are talking about the game’s potential benefits and dangers. One of the many...

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Defining Clear Goals in Gameful Applications

I have previously talked about the prominent role of challenges in games and gameful applications. Challenging oneself to overcome unnecessary obstacles just for the fun of it is at the heart of a...

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Understanding How the Context Supports Autonomy

Self-determination theory posits autonomy as a basic need that fuels intrinsic motivation. Thus, we consider it an important characteristic of intrinsically enjoyable tasks, including games. We often...

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The peak-end rule influences enjoyment of games

The peak-end rule is a psychological heuristic that explains how people judge an experience largely based on its peak (i.e., its most intense point) and its end, rather on the whole experience. A...

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Collection Interfaces for Digital Game Objects

Originally published by the HCI Games Group. Sample favourite digital game objects. Please see linked original publication for credits. The HCI Games Group collaborated with a research project that...

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Gamification Insights from Professional Development Event in Toronto

Last week, Ryerson University‘s Chang School of Continuing Education organized a one-day professional development and networking event in Toronto, Canada. The event focused on serious games and...

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Gamification User Types or Player Traits: When should I use each one of them?

At the HCI Games Group, we have been working for the past few years in two related projects: the validation of the Gamification User Types Hexad and the study of player typologies, which recently led...

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How do students differ in gamified education?

Originally published in the ACM XRDS blog. Gamification of University-level courses is becoming a common practice, as many professors decide to try offering their students a more engaging learning...

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What is Gamification—and other definitions

Although I have been writing on this blog for several years now, I had not yet attempted to provide a definition of gamification because we already had plenty of definitions out there. But our...

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