Abstract
In this chapter, we present a method for applying gamification as a tool to improve the participation and motivation of people in performing different tasks. We analyse what are the psychological and social motivations of human beings and what game mechanics can help to satisfy these needs. In the same way, we propose a method for analysing the effectiveness of gamification based on a quality service model and the metrics associated with the properties of the playability as a measure of fun induced by the process of gamification.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
References
Malone, T. W. (1980). What makes things fun to learn?: A study of intrinsically motivating computer games. Palo Alto: Xerox, Palo Alto Research Center.
Malone, T. W. (1984). Heuristics for designing enjoyable user interfaces: lessons from computer games. In Human factors in computer systems (pp. 1–12). Norwood: Ablex.
Carroll, J. M., & Thomas, J. C. (1988). Fun. SIGCHI Bulletin, 19(3), 21–24.
González Sánchez, J. L. (2010, July). Jugabilidad: Caracterización De La Experiencia Del Jugador En Videojuegos. Ph.D. Thesis, Universidad de Granada.
Schell, J. (2010). Dice 2010: Design Outside the Box, 2010. Conference available at: http://www.g4tv.com/videos/44277/dice-2010-design-outside-the-box-presentation
Zichermann, G. (2011). Gamification by design: Implementing game mechanics in web and mobile apps. Sebastopol: O’Reilly Media.
Zichermann, G., & Linder, J. (2010). Game-based marketing: Inspire customer loyalty through rewards, challenges, and contests. Hoboken: Wiley.
Deterding, S., Sicart, M., Nacke, L., O’Hara, K., & Dixon, D. (2011, May). Gamification: Us-ing Game-design elements in non-gaming contexts. In Proceedings of the CHI 2011 Workshop Gamification: Using Game Design Elements in Non-Game Contexts. ACM.
Deterding, S., Khaled, R., Nacke, L. E., & Dixon, D. (2011, May). Gami-fication: Toward a definition. In Proceedings of the CHI 2011 Workshop Gamification: Using Game Design Elements in Non-Game Contexts. ACM.
Lee, J. J., & Hammer, J. (2011). Gamification in education: What, how, why bother? Academic Exchange Quarterly, 15(2), 146.
Brewer, R. S., Lee, G. E., Xu, Y., Desiato, C., Katchuck, M., & Johnson, P. M. (2011, May). Lights Off. Game On. The Kukui Cup: A dorm energy competition. In Proceedings of the CHI 2011 Workshop Gamification: Using Game Design Elements in Non-Game Contexts. ACM.
Inbar, O., Tractinsky, N., Tsimhoni, O., & Seder, T. (2011, May). Driving the scoreboard: motivating eco-driving through in-car gaming. In Proceedings of the CHI 2011 Workshop Gamification: Using Game Design Elements in Non-Game Contexts. ACM.
Gerling, K. M., & Masuch, M. (2011, May). Exploring the potential of gamification among frail elderly persons. In Proceedings of the CHI 2011 Workshop Gamification: Using Game Design Elements in Non-Game Contexts. ACM.
Ryan, R. M., & Deci, E. L. (2000). Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. American Psychologist, 55(1), 68–78.
McGonigal, J. (2011). Reality is broken: Why games make us better and how they can change the world. New York: Penguin Press.
Reeves, B., & Read, J. L. (2009). Total engagement: Using games and virtual worlds to change the way people work and businesses compete. Boston: Harvard Business Press.
Ryan, R. M., Rigby, C. S., & Przybylski, A. (2006). The motivational pull of video games: A self-determination theory approach. Motivation and Emotion, 30(4), 344–360.
Csíkszentmihályi, M. (2008). Flow: The psychology of optimal experience. New York: Harper Perennial Modern Classics.
Deci, E. L., & Ryan, R. M. (2000). The “what” and “why” of goal pursuits: Human needs and the self-determination of behavior. Psychological Inquiry, 11(4), 227–268.
Pink, D. H. (2010). Drive: The surprising truth about what motivates us. Edinburgh: Canongate.
Huotari, Kai & Hamari, Juho (2011, May). Gamification from the perspective of service marketing. In Proceedings of the CHI 2011 Workshop Gamification: Using Game Design Elements in Non-Game Contexts. ACM.
Oliver, R. L. (1993). A conceptual model of service quality and service satisfaction: Compatible goals, different concepts. Advances in Services Marketing and Management, 2, 65–85.
Spreng, R. A., & Mackoy, R. D. (1996). An empirical examination of a model of perceived service quality and satisfaction. Journal of retailing, 72(2), 201–214.
Rollings, A., & Adams, E. (2003). Andrew rollings and ernest adams on game design. Indianapolis: New Riders Games.
Shneiderman, B. (2004). Designing for fun: how can we design user interfaces to be more fun? Interactions, 11(5), 48–50.
Saito, A. (2008). Gamenics and its potential. In K. Isbister & N. Schaffer (Eds.), Game usability: Advancing the player. San Francisco: Morgan Kaufmann.
Norman, D. A. (2004). Emotional design: Why we love (or hate) everyday things. New York: Basic Books.
Lazzaro, M. (2008). The four fun key. In K. Isbister & N. Schaffer (Eds.), Game usability: Advancing the player. San Francisco: Morgan Kaufmann.
Lepper, M., & Malone, T. (1987). Intrinsic motivation and instructional effectives in computer based education. Snow.
Bialoskorski, L. S. S., Westerink, J. H. D. M., & van den Broek, E. L. (2010). Experiencing affective interactive art. International Journal of Arts and Technology, 3(4), 341–356.
Sauer, J., & Sonderegger, A. (2010). The influence of product aesthetics and user state in usability testing. Behaviour & Information Technology.
González Sánchez, J. L., Gutiérrez Vela, F. L., Montero Simarro, F., & Padilla-Zea, N. (2012). Playability: analysing user experience in video games. Behaviour & Information Technology, 31(10), 1033–1054.
Acknowledgments
This work is financed by the Ministry of Science and Innovation, Spain, as part of VIDECO Project (TIN2011-26928).
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2013 Springer-Verlag London
About this chapter
Cite this chapter
Francisco-Aparicio, A., Gutiérrez-Vela, F.L., Isla-Montes, J.L., Sanchez, J.L.G. (2013). Gamification: Analysis and Application. In: Penichet, V., Peñalver, A., Gallud, J. (eds) New Trends in Interaction, Virtual Reality and Modeling. Human–Computer Interaction Series. Springer, London. https://doi.org/10.1007/978-1-4471-5445-7_9
Download citation
DOI: https://doi.org/10.1007/978-1-4471-5445-7_9
Published:
Publisher Name: Springer, London
Print ISBN: 978-1-4471-5444-0
Online ISBN: 978-1-4471-5445-7
eBook Packages: Computer ScienceComputer Science (R0)