Gamification of Cognitive Assessment and Training

The JMIR Serious Games journal has recently published an article in which researchers reviewed 33 studies reporting results of the use of gamification and serious games for cognitive assessment or training. The review identified 7 reasons that led researchers to apply gamification in the reviewed studies: to increase participant motivation; to increase usability or intuitiveness for the target age group; to increase long-term engagement; to investigate the effects of game-like tasks; to increase ecological validity; to increase suitability for the target […]

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Pokémon GO is not Gamification! (It’s a game!) 3

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 claims that have taken the media is that Pokémon GO is a great example of gamification. Let’s just make something clear: Pokémon GO is not gamification! It’s a game! I know the distinction might often seem not important. However, both approaches are related but not equal. […]

Pokémon Centre

Gamification: An Introduction slide deck

An introduction to gamification with examples of applications, platforms, and methods. I put these slides together for a lecture I’ve given at the University of Waterloo, July 2016.  

Gamification

What is Gamification?

Find out what gamification is and how it differs from traditional games in this video published by the HCI Games Group.  

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Momentary Pleasure or Lasting Meaning in Interactive Technologies

A research project from the Universities of Basel and Copenhagen sought to understand the differences between momentary pleasure and lasting meaning in positive experiences with interactive technologies. These ideas come from a long tradition in both history and user experience research. Momentary pleasurable experiences are referred as hedonic experiences, a word that was introduced by ancient Greek philosophers. In contrast, experiences that express virtue and that are meaningful are identified as eudaimonic experiences. We also refer to living a eudaimonic […]

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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 announced that the modified version will be called CivilizationEDU and will “provide students with the opportunity to think critically and create historical events, consider and evaluate the geographical ramifications of their economic and technological decisions, and to engage in systems thinking and experiment with the causal / correlative relationships between military, technology, political, […]

Civilization V

Octalysis Prime campaign exceeds $ 50k on funding

Gamification consultant and expert Yu-kai Chou has recently launched a Kickstarter campaign to fund his new initiative: Octalysis Prime. The campaign reached its $ 15,000 goal in 12 hours and ended in just 9 days with the amazing mark of $ 51,529 funded by 370 backers. Octalysis Prime will be a gamified learning community where Yu-kai Chou will share his research in Behavioural Science, Gamification, and Motivational Psychology. Members will have access to text and video content produced by Yu-kai where they will learn about […]

Octalysis Prime

An Introduction to Gamification in Human-Computer Interaction

Originally published on the ACM XRDS blog. User experience (UX) is a field within Human-Computer Interaction (HCI) that studies the whole experience of a user with a product, system, or service. UX focuses on  issues such as usability, ergonomics, cognitive load, and affective experiences. However, in the last years, there is a particular growing interest in understanding users’ motivation to use a product, system, or service. This interest is spawned by observable low engagement rates: it is not enough to have […]

Gamification between games and play, parts and whole.

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 posts: Part 1: Challenge Accepted! The role of challenge for gameful design Part 2: I’m in it for the prize! The role of rewards for gameful design Part 3: Level Up! The role of progression for gameful design  

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Level Up! The role of progression for gameful design 1

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 help foster users’ intrinsic motivation from competence and mastery. If you have not done so yet, check the first two posts of the series out before you continue, the first one in particular, as it presents some important background on what is needed for a system to […]

Chrono Cross level up