Although gamification is most commonly connected with experiences such as mastery, competence, flow and goal commitment (Huotari & Hamari 2012; Hamari 2013), it is quite evident that also social factors have an important role to play. Therefore, we wanted to empirically investigate how social factors such as social influence, getting recognized and reciprocal benefits contribute to attitudes and use intentions towards gamification services.
Gamification 2013 Conference CFP and Registration
Registration for the Gamification 2013 conference opens today, June 6. People interested in presenting can submit their papers for participation (see full CfP below), including research projects, gamification successes and failures, unanswered question about gamification, gamification metrics and processes, and methods of gamification commercialization. Continue reading
1.5-year experiment on gamification: Surprising results?
I conducted a 1.5-year-long field experiment on whether badges, which have been one of the main mechanics in gamification, had an effect on the usage activity, quality and social interaction within an eCommerce website. The data, gathered between December 2010 to the end of July 2012, consisted of the usage data of 3,234 users. The field experiment especially focused on whether providing users with clear goals and enabling social features (in form of enabling comparing badges) (2×2 design) affected the individual numbers of posted trade proposals, accepted transactions, comments and overall use activity. The users received badges for different beneficial activities, such as posting trade proposals, accepting transactions and posting comments.
CHI 2013 Workshop “Designing Gamification”: Papers online
With CHI 2013 less than four weeks away, we finally have the accepted papers and presentations of our workshop on designing gamification up on the workshop site. Enjoy the read!
CFP: CHI 2013 Workshop “Designing Gamification”
I am excited to announce that our workshop “Designing Gamification: Creating Gameful and Playful Experiences” has been accepted at the CHI 2013 conference. The workshop site is now online, as is the stable Call for Participation. So feel free to share, submit – and maybe join us for a lush spring day in Paris! Continue reading
Moving Outside the Box: From Game-Centered Interventions to Playful Contexts
In collaboration with the White House Office of Science and Technology Policy, the Center for Games & Impact at ASU University has initiated a “National Conversation on Games” and the future of games for impact. To quote, the conversation convenes “a series of brief, incisive, and accessible white papers on specific topics within the field of games for impact with a key goal of highlighting the opportunities, challenges and best practices for harnessing the power of computer and video games to help address the most important social, cultural, scientific and economic challenges we face.”
I’m really, really excited (and fortunate) to be one of the invited white paper authors. Below you will find the text of my paper, which is currently open for public commentary on the site of the conversation – so share your thoughts! Continue reading