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2024-02-01: Defining Gamification

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Figure 1: Differentiating concepts similar to gamification by using the two dimensions of
playing/gaming and parts/whole. Figure from https://doi.org/10.1145/2181037.2181040

For the Game Walkthroughs and Web Archiving project, part of the project involved applying game concepts to the web archiving process so that we could make our web archiving livestreams (example livestream) more like a spectator sport. When I first started working on this project, I didn't know if our web archiving livestream was a serious game or gamification. After reading Deterding et al.’s paper “From game design elements to gamefulness: Defining “gamification””, I have a better understanding of what gamification is when compared to other game related studies like serious games.

Differentiating Gamification From Other Game Studies

Deterding et al. differentiated gamification from other game studies like serious games, pervasive games, and playful design. Some of these terms (gamification, serious games, and playful design) were differentiated by using two dimensions for playing/gaming and parts/whole (Figure 1). A part of a gamified system (a system that uses gamification as a design strategy) uses game design elements. Serious games are whole games. A part of playful design is playing. Serious games are full-fledged games used in non-game contexts. Serious games also use game elements like game technology, game practices, and game design. Gamified systems are different from serious games, because gamified systems are not full-fledged games and only use game design elements. Pervasive games are games that go beyond the traditional limits of games like augmented reality games. Playful design focuses on creating an experience that is associated with playing. Some differences between gaming and playing are that games have explicit rule systems and the users compete towards goals or outcomes.

Proposed Definition For Gamification

Deterding et al. defined gamification as the use of game design elements in a non-gaming context and described each component in their definition. These components  include non-game contexts, game design elements, and game design. The only excluded non-game context is when game design elements are used as part of designing a game, because gamification does not involve creating a game. Game design elements are the elements associated or characteristic to games and are significant to gameplay. Some example game elements are avatars, rules for competition, time pressure, ranks, and levels.

Figure 2: GamiCAD used levels as one of the game design elements for their gamified survey. Image from https://doi.org/10.1145/2380116.2380131

Figure 3: Badges were added to PeerWise to improve students’ participation. Image from https://doi.org/10.1145/2470654.2470763

After surveying literature on games and gamification, Deterding et al. identified five levels of game design: 

  1. Interface design patterns: Common interaction design components used for a known problem. Some examples include levels, badges, and leaderboards.

  • GamiCAD is an example of a gamified tutorial where they used levels as a game design element. Figure 2 shows the mission page, which is used to view the levels associated with the current mission. Each level is associated with a task that helps the user learn about different options and features that can be used in AutoCAD

  • PeerWise is an online learning tool that uses badges (Figure 3) to help improve student participation.

  • A leaderboard (Figure 4) was used by IBM’s Beehive social networking website to increase the number of contributions that employees would make to the website.

  • Game design patterns or game mechanics: Reoccurring parts of the game that are associated with gameplay. Example game mechanics are time constraints, turns, and limited resources.

  • Game design principles: Evaluative guidelines used for approaching a design problem or when analyzing a design solution.  Examples of game design principles are variety of game styles, clear goals, and enduring play.

  • Conceptual models of game design units: The models for the components of games or game experience. Some examples are MDA (Mechanics, Dynamics, and Aesthetics), CEGE (Core Elements of the Gaming Experience), challenge, and fantasy.

    • MDA is a game framework that is a formal approach to understanding video games. Mechanics are the rules for the game. Dynamics is the runtime behavior of the mechanics. Aesthetics are the desired emotional responses from a player when using the system. 

    • CEGE are the conditions necessary to provide a positive experience when playing video games. 

  • Game design methods and design processes: The practices and processes specific to game design like playtesting, which involves testing the quality of the game before it is released.

  • Figure 4: A leaderboard was used by IBM’s Beehive social networking website to increase user engagement. Image from https://doi.org/10.1145/1357054.1357145

    Examples of Gamification

    One example of gamification being used for survey design (created by Guin et al. and included in the paper “Myths and realities of respondent engagement in online surveys”) is shown in Figure 5, where a text-only survey question is shown beside a version of the survey question with gamification applied. In this example, visual elements were used to make the gamified survey look more like a video game. This gamified survey also made the survey more like a game, by including a narrative, levels, avatars, and rewards.

    Figure 5: Gamification being applied to survey design. Example survey questions from https://doi.org/10.2501/IJMR-54-5-613-633

    Some TV game shows like American Idol are also examples of gamification. For American Idol, the tasks being gamified are the talent search and the selection and marketing of the next artist who will receive a recording contract (Robson et al., "Is it all a game? Understanding the principles of gamification"). Voting is done by the audience of the show (Figure 6), and each week contestants are eliminated from the singing competition. The winner of the competition usually receives a recording contract from a major record label.

    Figure 6: American Idol is another example of gamification. The audience votes for their favorite artist to keep them in the singing competition. (Scott McCreery on American Idol© by Steve Garfield, used under CC BY-NC-SA 2.0)

    Web Archiving Livestream

    Our web archiving livestream is another example of gamification, where we have applied gaming concepts like speedruns and tournaments to the web archiving process. Our web archiving livestream is different from serious games, pervasive games and playful design, because our livestream is not a full-fledged game, but it was designed to be a gamified experience.


    Web archiving speedruns are competitions between crawlers where each crawler is given the same set of URLs to archive and the viewers can see which crawler would be first to finish archiving the URLs.

    Our web archiving tournaments are competitions between four web archive crawlers. The web archiving tournaments are currently single elimination tournaments (like the NFL playoffs) where if a team loses a match they will be out of the tournament (can no longer compete in the tournament). The winner of the tournament will be the team that has not lost any matches that they participated in. 

    Some of the future gaming concepts we plan on applying to the web archiving process are: single player mode, arcade mode, and tag-team mode. For single player mode, we could create levels for the crawlers similar to a single player game where a certain score is needed to reach the next level. The streamer or viewers would select a crawler to use when playing the levels and the higher the level the more difficult the web pages will be to archive. 

    Arcade mode will be similar to Street Fighter’s Arcade Mode where one character is selected and the user tries to defeat all of the other characters in the game. The streamer or viewers would select which crawler and replay system to use and then that team would compete against other crawlers and replay systems. 


    Tag-team mode would involve multiple crawlers working together on a team taking turns at archiving web pages during a web archiving competition. Tag-team mode could also be combined with other modes like arcade mode which would result in a mode similar to Mortal Kombat’s Tag Team Ladder.

    Summary

    Gamification is the use of game design elements in a non-gaming context. Gamification is different from other game studies, because it focuses on making the experience of using a system more like a game without developing a fully-fledged game. Some examples of gamification are GamiCAD, PeerWise, American Idol, and our web archiving livestream.

    For our web archiving livestreams we have applied gaming concepts like speedruns and tournaments to the web archiving process. We plan on applying more gaming concepts to the web archiving process like having tag-team matches, single player mode, and arcade mode.

    --Travis Reid (@TReid803)

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