2016
DOI: 10.1177/1354856516677682
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Adventures with Lex: The gamification of research?

Abstract: There is a wide range of interest in gamification – with game design elements being used in an increasing number of non-game contexts. Yet, despite these developments, there has been little interest from the academic community in the potential opportunities that gamification presents in the research context. Law in Children’s Lives is an innovative project that has explored the use of a specially designed tablet-based game, Adventures with Lex, as a data collection tool. The game, developed using participatory… Show more

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Cited by 9 publications
(5 citation statements)
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“…All 91 articles retrieved from the databases were arranged by subject areas (see Chart 2). Since 2012, 36% of the published articles were theoretical, trying to understand and explain this new phenomenon, as well as reviewing other articles Huizenga et al (2017), Karagiorgas and Niemann (2017), Kim and Lee (2015), Monterrat, Lavoué, & George, 2017, Barwick, Watkins, Kirk, & Law, (2016), Landers (2014, Landers and Armstrong (2017), Aslan & Balci, (2015), Doherty et al (2017), etc. Science Tinati, Luczak-Roesch, Simperl, and Hall (2017), Tsai (2018) Medicine and health care Giuntia et al (2018), Miller et al (2016, Willoughby and Smith (2016), Orwoll and Diane (2017), etc.…”
Section: Resultsmentioning
confidence: 99%
See 1 more Smart Citation
“…All 91 articles retrieved from the databases were arranged by subject areas (see Chart 2). Since 2012, 36% of the published articles were theoretical, trying to understand and explain this new phenomenon, as well as reviewing other articles Huizenga et al (2017), Karagiorgas and Niemann (2017), Kim and Lee (2015), Monterrat, Lavoué, & George, 2017, Barwick, Watkins, Kirk, & Law, (2016), Landers (2014, Landers and Armstrong (2017), Aslan & Balci, (2015), Doherty et al (2017), etc. Science Tinati, Luczak-Roesch, Simperl, and Hall (2017), Tsai (2018) Medicine and health care Giuntia et al (2018), Miller et al (2016, Willoughby and Smith (2016), Orwoll and Diane (2017), etc.…”
Section: Resultsmentioning
confidence: 99%
“…Only one article was published in 2016, and it was about the use of a specially designed game as a data-collecting tool, where the game, developed using participatory design techniques, was used as a means to investigate children's perceptions in their everyday lives. The participant children played this particular game in the classroom for 1 year (Barwick, Watkins, Kirk, & Law, 2016). It must be noted that the purpose of this research was not connected with learning outcomes; however, it is an example of how students can be engaged and motivated to participate in the classroom (or, as in this case, in particular activity) by game design elements without knowing the real goal set by the researchers.…”
Section: Resultsmentioning
confidence: 99%
“…Researchers have less of a tradition regarding these practices, but are increasingly engaging in research through design, speculative methods and gamified research (e.g. Auger, 2013Auger, , 2014Barwick et al, 2018;Coulton et al, 2016;Harman et al, 2014;Schliwa, 2019) to make the smart city researchable. This paper aims to identify the epistemological and methodological challenges and consequences of working with a gamified survey, as well as reflect on its politics and pitfalls.…”
Section: Introductionmentioning
confidence: 99%
“…‘Research through gaming’, is, according to Adamou (2011) a situation in which organizations and researchers develop games to gain data from the actions respondents take whilst engaging in that game. However, according to Barwick et al (2018, p. 232), ‘there has been little interest from the academic community in the potential opportunities that gamification presents in the research context’. The few academic reflections on gamified research concern basically two issues: gamification as a means to engage respondents in new and appealing ways, and the challenge to the validity and reliability of the data that gamified research produces.…”
Section: Introductionmentioning
confidence: 99%
“…The main goal of gamification is to increase the fun factor of the activities and make them less dull in the eyes of the participants. The applications of gamification have spread widely into numerous fields in the society, such as primary education [2], higher education [3], tourism [3][4], marketing [5] [6], recruitment [6] [7], and even research [8] and software engineering [9]. Due to its cutting-edge nature, it is no wonder that the applications of gamification have been mostly found in developed countries.…”
Section: Introductionmentioning
confidence: 99%