Nothing Special   »   [go: up one dir, main page]

skip to main content
10.1145/3033701.3033715acmotherconferencesArticle/Chapter ViewAbstractPublication PagesihcConference Proceedingsconference-collections
research-article

5W2H Framework: a guide to design, develop and evaluate the user-centered gamification

Published: 04 October 2016 Publication History

Abstract

Gamification, which is the use of game elements in non-game contexts, has been widely applied in order to persuade and engage their users with a specific purpose. Since each user has different characteristics, his/her experience during the interaction with these game elements becomes singular and gamification may not always have the expected outcome. This paper presents a framework to assist in the design, development and evaluation of user-centered gamification. Based on major works and concepts in the field, seven main aspects that influence the gamification were raised and, from them, the framework is presented and its application in educational system is being currently performed.

References

[1]
S. Deterding, R. Khaled, L. E. Nacke, and D. Dixon. 2011. Gamification. In CHI 2011 Gamification Workshop Proc. ACM, Vancouver, 12--15.
[2]
K. Werbach and D. Hunter. 2012. For the Win. Wharton Digital Press, Philadelphia.
[3]
M. Hassenzahl and N. Tractinsky. 2006. User Experience. Behaviour & Information Technology 25, 2 (2006), 91--97.
[4]
A. C. T. Klock, I. Gasparini, A. Kemczinski, M. Hounsell, and S. Isotani. 2015. One man's trash is another man's treasure: um mapeamento sistemático sobre as características individuais na gamificação de ambientes virtuais de aprendizagem. Anais do Simpósio Brasileiro de Informática na Educação, SBC, 539--548.
[5]
G. Zichermann and C. Cunningham. 2011. Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps. O'Reilly Media.
[6]
N. Lazzaro. 2009. Why We Play. In The Human-Computer Interaction Handbook: Fundamentals, Evolving Technologies and Emerging Applications (2 ed.). CRC, New York, 679--700.
[7]
J. Ferrera. 2012. Playful Design. Rosenfeld Media, LLC, New York
[8]
A. Vasalou and A. N. Joinson. 2009. Me, Myself and I. Computers in Human Behavior 25, 2 (2009), 510--520.
[9]
E. N. Ki. 2014. The Nature of 'Goods' in Virtual World. In Commercial Transactions in the Virtual World: Issues and Opportunities. City University of Hong Kong Press, Hong Kong, 103--118.
[10]
C. Marache-Francisco and E. Brangier. 2014. The Gamification Experience. In Emerging Research and Trends in Interactivity and the Human-Computer Interface. IGI Global, Hersey, 205--223.
[11]
K. M. Kapp. 2012. The Gamification of Learning and Instruction. John Wiley & Sons, San Francisco.
[12]
A. Mora, D. Riera, C. Gonzalez, and J. Arnedo-Moreno. 2015. A Literature Review of Gamification Design Frameworks. In Proc. of the 7th Int. Conf. on Games and Virtual Worlds for Serious Applications. Curran Associates, Inc., Red Hook, 1--8.
[13]
D. Gears and K. Braun. 2013. Gamification in business. In CHI 2013 Gamification Workshop Proc. ACM, Paris, 1--5.
[14]
D. Rojas, B. Kapralos, and A. Dubrowski. 2013. The Missing Piece in the Gamification Puzzle. In Proc. of the 1th Int. Conf. on Gameful Design, Research, and Applications. ACM, New York, 135--138.
[15]
Y. K. Chou. 2015. Actionable Gamification. CreateSpace Indep. Publish. Platform, Charleston.
[16]
C. Marache-Francisco and E. Brangier. 2013. Process of Gamification. In Proc. of the 6th Int. Conf. on Advances in Human Oriented and Personalized Mechanisms, Technologies, and Services. IARIA XPS, Venice, 126--131.
[17]
L. F. Rodrigues, C. J. Costa, and A. Oliveira. 2013. How to Develop Financial Applications with Game Features in e-Banking?. In Proc. of the 2013 Int. Conf. on Information Systems and Design of Communication. ACM, New York, 124--134.
[18]
Y. Rogers, H. Sharp, and J. Preece. 2011. Interaction Design (3 ed.). John Wiley & Sons, Hoboken.
[19]
Y. Attali and M. Arieli-Attali. 2015. Gamification in Assessment. Computers & Education 83 (2015), 57--63.
[20]
J. V. Bittner and J. Shipper. 2014. Motivational Effects and Age Differences of Gamification in Product Advertising. Journal of Consumer Marketing 31, 5 (2014), 391--400.
[21]
R. Conaway and M. C. Garay. 2014. Gamification and Service Marketing. SpringerPlus 3, 1 (2014), 1--11.
[22]
K. R. Christy and J. Fox. 2014. Leaderboards in a Virtual Classroom. Computers & Education 78 (2014), 66--77.
[23]
J. Koivisto and J. Hamari. 2014. Demographic Differences in Perceived Benefits from Gamification. Computers in Human Behavior 35 (2014), 179--188.
[24]
C.-H. Su and C.-H. Cheng. 2013. A Mobile Game-based Insect Learning System for Improving the Learning Achievements. Procedia 103 (2013), 42--50.
[25]
D. Codish and G. Ravid. 2014. Personality based Gamification. In Proc. of the 9th Chais Conf. for the Study of Innovation and Learning Technologies: Learning in the Technological Era. The Open University of Israel, Raanana, 36--44.
[26]
M. Almaliki, N. Jiang, R. Ali, and F. Dalpiaz. 2014. Gamified Culture-Aware Feedback Acquisition. In Proc. of the 2014 IEEE/ACM 7th Int. Conf. on Utility and Cloud Computing. IEEE, Washington, 624--625.
[27]
M. Almaliki, C. Ncube, and R. Ali. 2014. The Design of Adaptive Acquisition of Users Feedback. In Proc. of the 8th Int. Conf. on Research Challenges in Information Science. IEEE, Marrakech, 1--12.
[28]
B. Herbert, D. Charles, A. Moore, and T. Charles. 2014. An Investigation of Gamification Typologies for Enhancing Learner Motivation. In Proc. of the 2014 Int. Conf. on Interactive Technologies and Games. IEEE, Washington, 71--78.
[29]
B. Gil, I. Cantador, and A. Marczewski. 2015. Validating Gamification Mechanics and Player Types in an E-learning Environment. In Proc. of the 10th European Conf. on Technology Enhanced Learning. Springer, Cham, 568--572.
[30]
A. Marczewski. 2015. Even Ninja Monkeys like to Play. CreateSpace Indep. Publish Platform, Charleston.
[31]
J. Mattar. 2009. Interatividade e aprendizagem. In Educação a distância: o estado da arte. Pearson, São Paulo, 112--120.
[32]
A. C. Pereira, V. Schmitt, and M. R. A. C. Dias. 2007. Ambientes Virtuais de Aprendizagem. In Ambientes Virtuais de Aprendizagem em Diferentes Contextos. Ciência Moderna Ltda, Rio de Janeiro, 4--22.
[33]
D. J. O'Keefe. 2015. Persuasion (3 ed.). SAGE Publications, Los Angeles.
[34]
B. J. Fogg. 2002. Persuasive Technology. Morgan Kaufmann Publishers Inc., San Francisco.
[35]
E. Llagostera. 2012. On Gamification and Persuasion. In Anais do XI Simpósio Brasileiro de Jogos e Entretenimento Digital. SBC, Porto Alegre, 12--21.
[36]
M. Gagné and E. L. Deci. 2005. Self-determination theory and work motivation. Journal of Organizational Behavior 26, 4 (2005), 331--362.
[37]
K. Mukherjee. 2009. Principles of Management and Organizational Behavior. McGraw-Hill Education (India) Pvt Limited, New Delhi.
[38]
W. B. Schaufeli, I. M. Martínez, A. M. Pinto, M. Salanova, and A. B. Bakker. 2002. Burnout and Engagement in University Students. Journal of Cross-Cultural Psychology 33, 5 (2002), 464--481.
[39]
M. Csikszentmihalyi. 1990. Flow. HarperCollins, New York.
[40]
R. Bernhaupt. 2010. Evaluating User Experience in Games. Springer Publishing Company, Inc, New York.
[41]
S. Gilbert. 2015. Designing Gamified Systems. CRC, New York.
[42]
R. A. Griggs. 2008. Psychology. Worth Publishers, New York.
[43]
4. C. B. Ferster and B. F. Skinner. 1957. Schedules of Reinforcement. Appleton-Century-Croft, East Norwalk.
[44]
J. A. Fredricks, P. C. Blumenfeld, and A. H. Paris. 2004. School Engagement. Review of Educational Research 74, 1 (2004), 59--109.
[45]
S. D. J. Barbosa and B. S. da Silva. 2010. Interação Humano-Computador. Elsevier, Rio de Janeiro.

Cited By

View all
  • (2024)Technologies to Support Adaptable Game Design: A Systematic Mapping StudyJournal of the Brazilian Computer Society10.5753/jbcs.2024.309030:1(69-101)Online publication date: 26-Apr-2024
  • (2024)The impact of different combinations of game elements for gamified learning in higher education on student learning outcomes: a multilevel meta-analysisStudies in Higher Education10.1080/03075079.2024.2416498(1-28)Online publication date: 16-Oct-2024
  • (2024)A Prototype Catalog of Adaptation Resources to Support Game Designers in Developing Accessible Digital GamesDigital Geography10.1007/978-3-031-67762-5_21(269-278)Online publication date: 9-Nov-2024
  • Show More Cited By

Index Terms

  1. 5W2H Framework: a guide to design, develop and evaluate the user-centered gamification

    Recommendations

    Comments

    Please enable JavaScript to view thecomments powered by Disqus.

    Information & Contributors

    Information

    Published In

    cover image ACM Other conferences
    IHC '16: Proceedings of the 15th Brazilian Symposium on Human Factors in Computing Systems
    October 2016
    431 pages
    ISBN:9781450352352
    DOI:10.1145/3033701
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

    In-Cooperation

    Publisher

    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 04 October 2016

    Permissions

    Request permissions for this article.

    Check for updates

    Author Tags

    1. 5W2H
    2. User-centered gamification
    3. framework

    Qualifiers

    • Research-article
    • Research
    • Refereed limited

    Conference

    IHC '16

    Acceptance Rates

    IHC '16 Paper Acceptance Rate 58 of 158 submissions, 37%;
    Overall Acceptance Rate 331 of 973 submissions, 34%

    Contributors

    Other Metrics

    Bibliometrics & Citations

    Bibliometrics

    Article Metrics

    • Downloads (Last 12 months)99
    • Downloads (Last 6 weeks)2
    Reflects downloads up to 09 Nov 2024

    Other Metrics

    Citations

    Cited By

    View all
    • (2024)Technologies to Support Adaptable Game Design: A Systematic Mapping StudyJournal of the Brazilian Computer Society10.5753/jbcs.2024.309030:1(69-101)Online publication date: 26-Apr-2024
    • (2024)The impact of different combinations of game elements for gamified learning in higher education on student learning outcomes: a multilevel meta-analysisStudies in Higher Education10.1080/03075079.2024.2416498(1-28)Online publication date: 16-Oct-2024
    • (2024)A Prototype Catalog of Adaptation Resources to Support Game Designers in Developing Accessible Digital GamesDigital Geography10.1007/978-3-031-67762-5_21(269-278)Online publication date: 9-Nov-2024
    • (2024)Ethnographic Analysis of a Gamified CourseDigital Geography10.1007/978-3-031-67762-5_20(257-267)Online publication date: 9-Nov-2024
    • (2023)Evaluating the Effects of Gamification in Behavioural Change: A Proposed SEM-Based ApproachSustainability10.3390/su1506544215:6(5442)Online publication date: 20-Mar-2023
    • (2023)An analysis of gamification elements in mHealth applicationsProceedings of the XXII Brazilian Symposium on Human Factors in Computing Systems10.1145/3638067.3638126(1-10)Online publication date: 16-Oct-2023
    • (2023)Negative effects of gamification in education software: Systematic mapping and practitioner perceptionsInformation and Software Technology10.1016/j.infsof.2022.107142156(107142)Online publication date: Apr-2023
    • (2023)Opening up the gamification black box: effects of students’ personality traits and perception of game elements on their engaged behaviors in a gamified courseTechnology, Knowledge and Learning10.1007/s10758-023-09701-629:2(921-940)Online publication date: 20-Dec-2023
    • (2023)Tag that issue: applying API-domain labels in issue tracking systemsEmpirical Software Engineering10.1007/s10664-023-10329-428:5Online publication date: 31-Aug-2023
    • (2023)Grand Challenges in Software Engineering for Games in Serious ContextsSoftware Engineering for Games in Serious Contexts10.1007/978-3-031-33338-5_13(291-300)Online publication date: 6-May-2023
    • Show More Cited By

    View Options

    Get Access

    Login options

    View options

    PDF

    View or Download as a PDF file.

    PDF

    eReader

    View online with eReader.

    eReader

    Media

    Figures

    Other

    Tables

    Share

    Share

    Share this Publication link

    Share on social media