See discussions, stats, and author profiles for this publication at: [Link]
net/publication/262285640
Analysis and application of gamification
Conference Paper · October 2012
DOI: 10.1145/2379636.2379653
CITATIONS READS
196 6,705
4 authors, including:
Francisco Luis Gutiérrez Vela José L González-Sánchez
University of Granada University of Granada
142 PUBLICATIONS 1,192 CITATIONS 38 PUBLICATIONS 914 CITATIONS
SEE PROFILE SEE PROFILE
José-Luis Isla-Montes
Universidad de Cádiz
26 PUBLICATIONS 336 CITATIONS
SEE PROFILE
Some of the authors of this publication are also working on these related projects:
EmPhasys View project
Article View project
All content following this page was uploaded by Francisco Luis Gutiérrez Vela on 07 May 2015.
The user has requested enhancement of the downloaded file.
Analysis and application of gamification
Andrés Francisco Francisco Luis José Luis González José Luis Isla
Aparicio Gutiérrez Vela Sánchez Montes
Universidad de Granada Universidad de Granada Universidad de Lleida Universidad de Cádiz
España España España España
andres@[Link] fgutierr@[Link] joseluisgs@[Link] [Link]@[Link]
ABSTRACT systems. Thanks to these characteristics, videogames can be used
In this paper we present a method of analysis and application of as a motivational tool of human behavior [9, 11]. The self-
gamification as a tool to assist the participation and motivation of determination theory, proposed by Ryan and Deci, is a macro
people in carrying out various tasks and activities. We analyze theory of human motivation concerning people's inherent growth
what are the psychological and social motivations of human tendencies and their innate psychological needs [12]. According
beings and how game mechanics can help when it comes to to this theory, intrinsic motivation is the core that is associated
satisfy these needs. Likewise, it is proposed a method for with sports and gambling [12]. Intrinsically motivated activities
analyzing the effectiveness of gamification based on a quality are those that the individual finds interesting and perfoms without
service model and the metrics associated with the properties of the any kind of conditioning, just by the mere pleasure of carrying
playability as a measure of fun induced by the process of them out. To maintain the intrinsic motivation in individuals, it is
gamification. necessary to satisfy the following psychological and social needs:
Autonomy: Autonomy refers to the sense of will when
Categories and Subject Descriptors performing a task. When activities are performed by personal
H.1.2 [Information Systems]: User/Machine Systems – Human interest, perceived autonomy is high. Providing opportunities to
factors. choose, using positive feedback and not controlling the
instructions given to people, have been shown to improve the
autonomy and consequently, the intrinsic motivation of
General Terms individuals [13].
Design, Experimentation, Human Factors.
Competence: Competence is the need of the people to participate
in challenges and feel competent and efficient. Factors that
Keywords improve the experience of competition, as the opportunities for
Gamificación, metodología, motivación, mecánicas, análisis, acquiring new knowledge or skills, be optimally challenged [2] or
efectividad. receive positive feedback, improve the perceived level of
competition and therefore it also improves intrinsic motivation.
1. INTRODUCTION Relation: Relation is experienced when a person feels connected
Gamificación, defined as the use of game design elements in non-
to others. Intrinsic motivation will be strengthened in relations
game contexts [4], can be used as a tool to improve the
that convey security, making this type of motivation appears more
participation and motivation of people in carryng out diverse tasks
frequently and in a more robust way [12, 3]. The current
and activities that, basically, could not be too attractive. Its integration between games and social networks is very interesting
application is not restricted to any specific area and can be used in to use it as a reinforcing motivation.
contexts as diverse as education [8], the development of respectful
behaviour towards the natural environment [7, 1] or improve the In one of his books [10], Daniel H. Pink identifies three key
well-being of the elderly [5]. elements that allow achieving personal well-being and personal
satisfaction: autonomy, mastery and purpose. Autonomy responds
2. VIDEOGAMES AND MOTIVATION to the desire of all people to control their own lives and how they
do their jobs. Mastery concerns the desire to constantly improve
THEORIES and achieving personal satisfaction through challenges that fit the
A videogame is a computer program specifically created to capabilities of each individual. The purpose acts as a connecting
entertain, based on the interaction between a person and a thread of the intrinsic needs of people and enables personal
machine where the videogame is executed [6]. Fun and highly fulfillment.
interaction are some of the most interesting features of these
3. DESCRIPTION OF THE METHOD
Permission to make digital or hard copies of all or part of this work for In general, our method can be defined by an iterative sequence of
personal or classroom use is granted without fee provided that copies are activities that can be repeated for each of the goals or tasks that
not made or distributed for profit or commercial advantage and that define the specific business model where you want to perform the
copies bear this notice and the full citation on the first page. To copy process of gamification.
otherwise, or republish, to post on servers or to redistribute to lists,
requires prior specific permission and/or a fee. To make an effective process of gamification, we propose the
Interaccion’12, Oct 3–5, 2012, Elche, Alicante, Spain. following activities:
Copyright 2012 ACM 978-1-4503-1314-8/12/10...$10.00
1. Identification of the main objetive: Identify the main 5. ACKNOWLEDGMENTS
purpose of the task you want to gamify. Normally, any task This work is financed by the Ministry of Science & Inonovation,
or job you wish to carry out consists of a main objective that Spain, as part of VIDECO Project (TIN2011-26928).
can be clearly identified.
2. Identificación of the transversal objetive: Identify one or 6. REFERENCES
more underlying objectives that are interesting to people. [1] Brewer, Robert S. and Lee, George E. and Xu, Yongwen and
This objective should capture the interest of the person and Desiato, Caterina and Katchuck, Michelle and Johnson,
based on it we will create a system based on game mechanics Philip M. Lights Off. Game On. The Kukui Cup: A Dorm
that improves the motivation and interest of the individual. Energy Competition. In Proceedings of the CHI 2011
3. Selection of game mechanics support: Selection of game Workshop Gamification: Using Game Design Elements in
mechanics that match the objectives and support the needs of Non-Game Contexts. ACM, May 2011.
human motivation (autonomy, competence and relation). [2] Csíkszentmihályi, Mihály. Flow: The Psychology of Optimal
Some examples of these mechanics are Experience. Harper Perennial Modern Classics, 2008.
Autonomy: profiles, avatars, macros, configurable interface, [3] Deci, E. L. and Ryan, R. M. The “What” and “Why” of Goal
alternative activities, privacy control, notification control. Pursuits: Human Needs and the Self-Determination of
Behavior. Psychological Inquiry, 11(4):227–268, 2000.
Competence: positive feedback, optimal challange,
progressive information, intuitive controls, points, levels, [4] Deterding, Sebastian and Khaled, Rilla and Nacke, Lennart
leaderboards. E. and Dixon, Dan. Gamification: Toward a Definition. In
Proceedings of the CHI 2011 Workshop Gamification: Using
Relation: groups, messages, blogs, connection to social Game Design Elements in Non-Game Contexts. ACM, May
networks, chat. 2011.
4. Efectiveness analysis: Analysis of the effectiveness of the [5] Gerling, Kathrin M. and Masuch, Maic. Exploring the
implementation of gamificación based on fun, quality Potential of Gamification Among Frail Elderly Persons. In
indicators and satisfaction, and service quality. The analysis Proceedings of the CHI 2011 Workshop Gamification: Using
of fun will be based on the analysis of metrics associated Game Design Elements in Non-Game Contexts. ACM, May
with the playability, defined by J. L. González [6], and it will 2011.
be done through test of users by means of the completion of [6] González Sánchez, J. L. Jugabilidad: Caracterización De La
questionnaires and tests of users with specific metrics or Experiencia Del Jugador En Videojuegos. PhD thesis,
performing a heuristic evaluation by experts, all on the Universidad de Granada, July 2010.
gamifed processes and the applied game [Link]
analyze the effectiveness, we use a service quality model and [7] Inbar, Ohad and Tractinsky, Noam and Tsimhoni, Omer and
we analyze the quality parameters that previously have been Seder, Thomas. Driving the Scoreboard: Motivating Eco-
fixed, making a comparison between the values obtained Driving Through In-Car Gaming. In Proceedings of the CHI
prior to gamification process and the results that have been 2011 Workshop Gamification: Using Game Design Elements
achieved once the gamification have been applied. A service in Non-Game Contexts. ACM, May 2011.
quality model that can be particularly interesting to analyze [8] Lee, J.J. and Hammer, J. Gamification in Education: What,
the gamification, is that proposed by Professor Richard L. How, Why Bother? Academic Exchange Quarterly,
Oliver of Vanderbilt University, later modified by Richard A. 15(2):146, 2011.
Spreng and Robert D. Mackoy [14]. This model seeks to
[9] McGonigal, Jane. Reality is Broken: Why Games Make Us
integrate customer satisfaction and quality of service,
Better and How They Can Change the World. Penguin Pr,
defining the entities that affect their value. 2011.
4. CONCLUSIONS AND FUTURE WORK [10] Pink, D.H. Drive: The Surprising Truth About What
In this article we have proposeda method that facilitates the Motivates Us. Canongate, 2010.
analysis and application of gamification. Based on the self- [11] Reeves B. and Read J. L. Total Engagement: Using Games
determination theory, we define a framework that allows us, on and Virtual Worlds to Change the Way People Work and
the one hand, to determine what type of game mechanics should Businesses Compete. Harvard Business Press, 2009.
incorporate these activities to meet the psychological and social
[12] Ryan, R. M. and Deci, E. L. Self-Determination Theory and
needs of human motivation, and by another, to assess the
the Facilitation of Intrinsic Motivation, Social Development,
effectiveness of gamificación process based on the fun, using the
and Well-Being. American Psychologist, 55(1):68–78, 2000.
properties that characterize the playability, and its degree of
improvement in obtaining satisfactory results through a model of [13] Ryan, R.M. and Rigby, C.S. and Przybylski, A. The
quality of services. Motivational Pull of Video Games: A Self-Determination
Theory Approach. Motivation and Emotion, 30(4):344–360,
We are currently working on the development of methods of 2006.
heuristic evaluation for the analysis of the effectiveness of the
gamification, we are adapting the gameplay analysis metrics to the [14] Spreng, R.A. and Mackoy, R.D. An empirical examination of
gamification and we are testing the application of the method in a model of perceived service quality and satisfaction. Journal
real cases. of retailing, 72(2):201–214, 1996.
View publication stats