In recent years, gamification -the use of game design elements in non-game contexts -has seen rapid adoption in the software industry, as well as a growing body of research on its uses and effects. However, little is known about the effective design of such gameful systems, including whether their evaluation requires special approaches. This workshop therefore convenes researchers and industry practitioners to identify current practices, challenges, and open research questions in the design of gameful systems.
Motivation studies on running are often focused on how to convince non-runners to run, mainly through designing for extrinsic motivations such as health concerns or external reward systems. In contrast, we conducted a structured inquiry into understanding how to design technology for those whom are already committed to running and participate in organized races. Through interviews, focus groups, ethnographic observation, questionnaires, and design-based research over the course of two years, we investigated the needs of the advanced amateur runner community. An analysis of the gathered data led to five design themes -Festival, Competition, Practicalities, Togetherness, and Support -to inform future runner motivation technology. While flow theory appears to be a convenient tool to understand support during a race, we observed a number of other factors that need to be considered. Through combining the themes with previous research, we conclude by presenting nine guidelines for designing technology for this domain.
Resumen. La presencia de elementos lúdicos en el contexto educativo, específicamente en la modalidad de formación E-learning, demuestra que la incorporación de la gamificación sistematiza la experiencia del usuario en base a parámetros relacionados con los juegos. Este artículo presenta la integración de dos modelos conceptuales de gamificación extraídos de la revisión literaria publicada entre el 2012 y el 2015, validando cada una de las dimensiones e indicadores mediante un estudio Delphi con expertos en pedagogía y diseño de juegos. Posteriormente, se exhiben los resultados cualitativos de la aplicación del modelo en 6 aplicaciones móviles educativas analizadas durante 7 meses (junio 2015-enero 2016) manifestando la correlación de los modelos seleccionados según los criterios de idoneidad y pertinencia. En definitiva, el siguiente modelo construye una vía de conexión entre la base teórica y el análisis empírico de la gamificación con el fin de sobreponerse a los retos de la educación E-learning en el siglo XXI teniendo como última instancia la transposición del modelo teórico a un modelo de utilidad cuantitativo al servicio de futuras investigaciones. Palabras clave: Construcción de modelos; tecnología de la educación; nuevas tecnologías; juego educativo; enseñanza a distancia.[en] Integrated Theoretical Gamification Model in E-Learning Environments (E-MIGA) Abstract. The presence of game elements on the educational context, specifically on the E-learning modalities, shows that incorporating gamification systematizes the user experience based on parameters related to the games. Considering this issue, this paper presents the integration of two conceptual models of gamification extracted from the literature review published between 2012 and 2015, validating each of the dimensions and indicators through a Delphi study with experts in pedagogy and game design. The application of the model in 6 educational mobile applications for 7 months (June 2015-January 2016) demonstrating the correlation of selected models according to the criteria of suitability and relevance. In short, the following model builds a connection path between the theoretical basis and empirical analysis of gamification in order to overcome the challenges of E-learning education in the XXI century having as ultimate implication the transposition of the theoretical model to a quantitative utility model at the service of future research.
We are exploring the design space of wearable computers by designing "public" wearable computer displays. This paper describes our first prototype, the BubbleBadge. By effectively turning the wearer's private display "inside out", the BubbleBadge transforms the wearable computing concept by making digital information public rather than private. User tests showed that the device introduces a new way to interact with information-providing devices, suggesting that it would be valuable to explore the concept further. KeywordsWearable computers, interaction technology, public displays CHI 99 1 5-20 MAY 1 999 ACM ISBN: 1-58113-158-5 Student Posters
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