Despite the emergence of many gameful design methods in the literature, there is a lack of evaluation methods specific to gameful design. To address this gap, we present a new set of guidelines for heuristic evaluation of gameful design in interactive systems. First, we review several gameful design methods to identify the dimensions of motivational affordances most often employed. Then, we present a set of 28 gamification heuristics aimed at enabling experts to rapidly evaluate a gameful system. The resulting heuristics are a new method to evaluate user experience in gameful interactive systems.
Self-Determination Theory (SDT), a major psychological theory of human motivation, has become increasingly popular in Human-Computer Interaction (HCI) research on games and play. However, it remains unclear how SDT has advanced HCI games research, or how HCI games scholars engage with the theory. We reviewed 110 CHI and CHI PLAY papers that cited SDT to gain a better understanding of the ways the theory has contributed to HCI games research. We find that SDT, and in particular, the concepts of need satisfaction and intrinsic motivation, have been widely applied to analyse the player experience and inform game design. Despite the popularity of SDT-based measures, however, prominent core concepts and mini-theories are rarely considered explicitly, and few papers engage with SDT beyond descriptive accounts. We highlight conceptual gaps at the intersection of SDT and HCI games research, and identify opportunities for SDT propositions, concepts, and measures to more productively inform future work.
HCI has become increasingly interested in the use of technology during diicult life experiences. Yet despite considerable popularity, little is known about how and why people engage with games in times of personal diiculty. Based on a qualitative analysis of an online survey (N=95), our indings indicate that games ofered players much needed respite from stress, supported them in dealing with their feelings, facilitated social connections, stimulated personal change and growth, and provided a lifeline in times of existential doubt. However, despite an emphasis on gaming as being able to support coping in ways other activities did not, participants also referred to games as unproductive and as an obstacle to living well. We discuss these indings in relation to both coping process and outcome, while considering tensions around the potential beneits and perceived value of gaming.
Games for change have attracted the interest of humanitarian aid organizations and researchers alike. However, their effectiveness to promote behavior such as donating remains unclear. Furthermore, little is known about how key game properties interactivity and presentation mode impact the effectiveness of these games, or how player attitudes and experiences relate to the interplay between game properties and donating behavior. In this study, experimental conditions were systematically varied in their interactivity and presentation mode. Thereby, 234 participants played, watched, or read through one of six variations of the narrative of the game Darfur is Dying. Following this, they were asked to choose the percentage of an unexpected bonus to donate to a charity. While interactivity increased donating by an average of 12%, presentation mode had no significant impact on the percentage donated. Thus, between presentation mode and interactivity, interactivity was found to be the more impactful game property. Moreover, appreciation fully mediated the relationship between interactivity and donating, hinting at its relevance for the evaluation of the effectiveness of games for change.
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.