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There was a great response to the CFP, and we had to severely limit numbers, accepting less than half the papers/participants to the workshop. Some of these are in short, academic, paper format, some (bottom of page) are presentations. The papers have been collected into a single bundle below. The presentations are left as single files due to their size.


Workshop papers

S. Deterding, S. Björk, L. E. Nacke, D. Dixon, E. Lawley
Designing Gamification: Creating Gameful and Playful Experiences
In recent years, gamification – the use of game design elements in non-game contexts – has seen rapid adoption in the software industry, as well as a growing body of research on its uses and effects. However, little is known about the effective design of such gameful systems, including whether their evaluation requires special approaches. This workshop therefore convenes researchers and industry practitioners to identify current practices, challenges, and open research questions in the design of gameful systems.
Paper | This is the Extended Abstract for the whole workshop.

P. Barden, P. Curzon, P. McOwan
Gameful Systems: Play in the digital age for young and old.
Games have been used as a tool to introduce older people to digital technology. Here we are developing a gameful system to facilitate the social interactions between older people and young adults in a community run club. We discuss opportunities for gamification as it relates to our current study using a local running group as platform for supporting older people in gaining confidence in integrating digital technologies in their everyday life. We discuss the over arching issue of older people, digital technology usage and participatory design. This provides the background for addressing points of using gameful system to foster empowerment and connection in the intergenerational running group.
Paper | Presenting author: Pollie Barden

A. Bowser, D. Hansen, J. Preece
Gamifying Citizen Science: Lessons and Future Directions
Gamification is a promising mechanism to motivate the contributors to citizen science projects. This paper describes our experience designing Biotracker, a gamified citizen science data collection platform. We also present important challenges facing future designers of gamified citizen science apps.
Paper | Presenting author: Anne Bowser

S. Castellani, B. Hanrahan, T. Colombino, A. Grasso
Game Mechanics in Support of Production Environments
In this paper we illustrate how we use gamification in production environments, such as call centres, in order to help agents and supervisors manage their performance. Our approach is based on the incremental introduction of game mechanics in the work environment to support situational awareness with respect to aspects such as current performance levels, goals, and related incentives. We illustrate our approach and the research questions we are investigating also considering related work on gamification and ongoing discussions in academic and commercial environments.
Paper | Presenting author: Stefana Castellani

A. Cugun, K. Alfrink
New Games for Extant Contexts
We describe the alternate approach and process we have to make gameful systems to achieve goals within existing contexts. Our approach is a middle ground between those who say games cannot be instrumentalized and those who say that games are a panacea. We argue that by sensitively and rigorously employing a set of tools from the broader design space it is possible to create experiences that are both fun and tend towards a goal.
Paper | Presenting author: Alper Çugun

S. Deterding
Skill Atoms as Design Lenses for User- Centered Gameful Design
This paper describes the use of skill atoms as a design lens for gameful design that focuses the optimal structuring of challenges inherent in a user’s goal pursuit.
Paper | Presenting author: Sebastian Deterding

L. S. Ferro, S. P. Walz
Like this: How game elements in social media and collaboration are changing the flow of information.
Game systems have been implementing a range of features as part of their design to encourage engagement and interaction from users. With the growth of online social networking services (OSNS), it has been observed through indirectly studying behaviors that users have repurposed features of OSN– such as statistics and user profiles–in a game-like fashion to drive the flow of information. This paper brings to discussion (a) how the utilization of these elements and (b) how the types of elements in relation to the type of OSNS influence the flow of information, and (c) what that potentially means for the future development of OSNS.
Paper | Presenting author: Lauren Ferro

D. Gears, K. Braun
Gamification in Business: Designing Motivating Solutions to Problem Situations
Designing a gamified solution to a difficult business problem requires informed application of game design patterns, with an understanding of the unique corporate environment. We present a framework that can be applied in other gamified endeavors. Our approach includes a systems-oriented process describing environmental conditions affecting intrinsic motivation and game design patterns. Objectives considered the 16 basic human desires, along with the human need for autonomy, competence, and relatedness.
Paper | Presenting author: Deb Gears

M. Jacobs
Gamification: Moving from ʻAdditionʼ to ʻCreationʼ This paper proposes an approach to gamification that moves away from thinking of gamification as an ‘additive’ process and towards thinking of it as a ‘holistic’ process. To do so, this paper proposes a definition that treats gamification as a complete system in itself, positioning it as the process of adding an actionable layer of context.
Paper | Presenting author: Melinda Jacobs

R. Langer, A. H. West, M. Hancock, N. Randall
Applications as Stories
Narrative engages people both emotionally and intellectually, shaping the way we perceive, interpret, and interact with the world. Our group is putting that power to new uses by experimenting with applications that are also stories: applications that use the principles of narrative to grab and keep people’s attention, that guide novice users through the process of becoming experts, and that provide experiences that are as emotional and reflective as they are efficient and powerful.
Paper | Presenting author: Rebecca Langer

R. McCall, N. Louveton, M. Kracheel, T. Avanesov, V. Koenig
Gamification as a Methodology: A Multi-Part Development Process
Gamification is often thought of as the end result or outcome of a project. In this paper we explore how it can also be adopted during the conceptual design stage using metaphorical games and as a method of testing concepts within a more advanced simulation environment. We explore this from the perspective of the I-GEAR project where it is used as one of many methods in the design of a commuter mobility game.
Paper | Presenting author: Rod McCall

P. Paredes, Anuj Tewari, J. Canny
Design Principles for the Conceptualization of Games for Health Behavior Change
This paper presents a list of principles that could be used to conceptualize games for behavior change. These principles are derived from lessons learned after teaching two design-centered courses around Gaming and Narrative Technologies for Health Behavior Change. Course sessions were designed to create many rapid prototypes based on specific topics from behavior change theory coupled with iterative human-centered and games design techniques. The design task was composed of two broad goals: 1) designing efficacious technologies, with an emphasis on short-term behavior change and 2) using metaphors, dramatic arcs and game dynamics as vehicles for increased engagement and long-term sustained change. Some example prototypes resulting from this design approach are presented.
Paper | Presenting author: Pablo Paredes

D.M. Popa
Industry Design Case: Introducing Gamification Persona Tool
In this article, we aim to show our industrial experience of constructing a user centered gamification design framework for productivity software, developed empirically by testing out Game User Research and traditional User Experience Research methods and tools. Moreover, we highlight the benefits and lessons learned of creating Gamification Persona when using it as the main tool in order to gather and keep visible the right users’ goals during the gamification process. Therefore, we argue that introducing Gamification Persona tool will facilitate the development of a final product which will better encompass users’ goals, rather than simply focusing on their initial engagement with the product. This article is based on valid arguments from our industry experience and design cases of gamifying Microsoft Dynamics Enterprise Resource Planning software.
Paper | Presentation | Presenting author: Dana Maria Popa

M. Raftopolous, S. P. Walz
Designing Events as Gameful and Playful Experiences
This paper outlines the outcome of our experiment with applying game design elements to a festival event with a strong conferencing component, to help facilitate attendee networking, enhance learning outcomes and provide a platform for collaborative problem solving. We provide an outline of potential key factors in how similar events might be gamified so that organisers can create engaging and playful experiences that can be used for practical purposes, rather than passive attendance.
Paper | Presenting author: Marigo Raftopoulos

V. Rao
Challenges of Implementing Gamification for Behavior Change: Lessons Learned from the Design of Blues Buddies
This paper reports some lessons learned from the first design stages of the gamified social network Blues Buddies, a persuasive intervention aimed at stimulating positive behavior in depression sufferers by influencing interaction and learning processes through gameful design. The challenges encountered are mostly at the level of the integration between persuasive design and gameful design, and in the design and development of a gamified system that stimulates positive instincts in people, according to the notion of a “compassionate” or “empathic” gamification.
Paper | Presenting author: Valentina Rao

A. Rapp, A. Marcengo, R. Simeoni, L. Console
Playing while Testing: How to Gamify a User Field Evaluation
In this paper we claim that gamification can lead to interesting results in the evaluations of interactive systems. A case study will be illustrated.
Paper | Presenting author: Amon Rapp

D. Robinson, V. Bellotti
A Preliminary Taxonomy of Gamification Elements for Varying Anticipated Commitment
We present a preliminary taxonomy of gamification elements for designing ways to engage users of a computer-based service, given different levels of expected engagement and willingness to commit time to interaction.
Paper | Presenting author: Victoria Bellotti

V. Visch, N. Vegt, H. Anderiesen, K. van der Koolj
Persuasive Game Design: A model and its definitions.
The following position paper proposes a general theoretical model for persuasive game design. This model combines existing theories on persuasive technology, serious gaming, and gamification. The model is based on user experience, gamification design, and transfer effects.
Paper | Presenting author: Valentijn Visch


Workshop Presentations

J. Back, S. Naseh, A. Waern
Codename Heroes: Pervasive Games for Empowerment
Presentation | Presenting: Jon Back

J. Kumar
Vampire Hunter: Example of a Gamification Project
Presentation | Presenting: Janaki Kumar

E. Lawley, A Phelps
Just Press Play: Designing a Game Layer for Student Success
Presentation | Presenting: Andy Phelps

R. Smith
The Future of Work is Play
Presentation | Presenting: Ross Smith

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