elatively large variety of different element
relatively large? they're all over the place
elatively large variety of different element
relatively large? they're all over the place
quantitative and qualitativ
different types of results
ame-like motivational affordances had been implemente
varies so greatly, hard to compare
Does gamification work?
what I'd like to know, but should be exhaustively researched
Webster and Watson
look this up
conceptual papers2) engineering papers describing a system being engineered (without evaluation)3) gamification was mentioned in the text in passing and the actual substance was not gamificat ion-related 4) short papers/research-in-progress/extended abstracts
divide them up to better analyze
papers were published in various computer science/HCI conference proceeding
generally accessible for a student
5) the study was on gamification rather than on full games
make sure the study isn't too specific
2) empirical study included 3) research methods are explicated 4) paper studies clearly identifiable motivational affordances
done on the up n up
peer-reviewed full paper published in an international venue
worth the time to read
399
lot of papers to comb through. analyses like these are useful to weed them out
as possibly both independent and dependent variables,
find which variables are the best to be watching
what motivational affordanc
good psychological feelings
empirical works on gamification have been studying as motivational affordances and psychological outcomes (as well as behavioral outcomes).
good to see which are worth reading
which psychological outcomes can be strictly considered to stem from game
do they feel that way because its like a game or would they have already felt that way?
Gamification has been defined as a process of enhancing services with (motivational) affordances in order to invoke gameful experiences and further behavioral outco
benefits of gaming to make doing something unfun fun
necdotal and intuitive presumptions ranging from extremely negative to extremely positive perceptions
need to find a way to empirically measure results
term “gamification” in paper titles has been increasing even more rapidly than general search hit
research is outpacing public inquiry
adding a gamified layer to a core activity
becoming common among education services
over 50% of organizations managing innovation processes will gamify aspects of their business by 2015
did they meet that percentage?
gamification is touted as a next generation method for marketing and customer engagement in popular discussio
touted, but is it worth the hype?
such as increasing user activity, social interaction, or quality and productivity of actions
various uses by the various industries
positive effects, however, the effects are greatly dependent on the context in which the gamification is being implemented, as well as on the users using it
positive results, but dependent on multiple factors
state of current research on the topic
good to know where current research is at
definition
since it's so new, gamification has multiple definitions
reviews peer-reviewed empirical studies on gamification
The authors are reviewing other studies instead of conducting their own