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