Gamification in Education and Business 2014
DOI: 10.1007/978-3-319-10208-5_26
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Designing Gamification to Guide Competitive and Cooperative Behavior in Teamwork

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Cited by 21 publications
(20 citation statements)
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References 28 publications
(28 reference statements)
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“…Designers might wish to examine the real world context in which the game would take place. For instance, when designing a persuasive game which is used as part of a workplace context, the designer might choose to examine the user's current activities, relationships and daily rituals within that workplace (as in [59]). Other factors include the user's existing motivational affordance.…”
Section: Dish 2: Investigating the User's Worldmentioning
confidence: 99%
See 1 more Smart Citation
“…Designers might wish to examine the real world context in which the game would take place. For instance, when designing a persuasive game which is used as part of a workplace context, the designer might choose to examine the user's current activities, relationships and daily rituals within that workplace (as in [59]). Other factors include the user's existing motivational affordance.…”
Section: Dish 2: Investigating the User's Worldmentioning
confidence: 99%
“…The designer might also specify which game elements (e.g. leader-boards, virtual rewards) or mechanics (achievement, collaboration competition) they wish to include in the game to make it appealing to the players (such as in [59]). If narrative elements are used, a description of the storyline or game metaphor could be provided.…”
Section: Dish 31 Game Concept Designmentioning
confidence: 99%
“…A transfer effect can be achieved in multiple ways including directly during gameplay, in the form of physical activity after the gameplay (Larsen, Schou, Lund, & Langberg, 2013), via medicine compliance (Kato, Cole, Bradlyn, & Pollock, 2008), or at a later stage such as in changes oriented at a healthy lifestyle (DeSmet et al., 2014). The Persuasive Game Design model has been applied for a number of transfer effects including increasing physical activity of dementia patients (Anderiesen, Sonneveld, Visch, & Goossens, 2015), increasing walking behavior of elderly in low socioeconomic neighborhoods (Visch, Mulder, Bos, & Prins, 2014), enhancing social interaction (Vegt, Visch, deRidder, & Vermeeren, 2015), enhancing burn-out therapy adherence (Zielhorst et al., 2015), and increasing communication between addiction therapy clients (Visch, 2013a) and dementia patients (Visch, 2013b). The core of Persuasive Game Design is to transport the users' experience from a real-world experience toward a motivating game-world experience in order to facilitate realization of the aimed-for transfer effects in the real world—see Figure 1 (Visch et al., 2013).…”
Section: Persuasive Game Design For Motivationmentioning
confidence: 99%
“…Playing is part of human nature [10,24]. Playing is fun, motivating and engaging [41,46,66], promotes competition [46] and has a positive effect on teamwork [64]. In addition, playing games is also suitable for trying out behavioral strategies and can thus serve as a consistently reduced training and educational environment [57].…”
Section: Introductionmentioning
confidence: 99%