Gamification is een concept dat inmiddels grote populariteit geniet en wijdverbreid wordt toegepast. In dit whitepaper onderzoeken we de mogelijkheden van gamification in burgerparticipatie. Welke kansen biedt gamification de overheidssector? Wat zijn valkuilen en risico’s? En vooral: hoe ga je praktisch aan de slag?
DOCUMENT
We review the current body of academic literature concerning gamification of production and logistics. The findings indicate that production execution and control has been addressed most often in the current body of literature, which consists mostly of design research. Objectives and goals, points, achievements, multimedial feedback, metaphorical/fictional representations, and levels and progress are currently most often employed gamification affordances on this field. The research has focused on examining or considering motivation, enjoyment and flow as the main psychological outcomes of gamification in the given context, while individual performance and efficiency are the most commonly examined or suggested behavioral/organizational impacts. Future studies should employ more rigorous study designs and firmly ground the discussions in organization theory.
LINK
Education is a key factor to respond to the threat of climate change, increasing not only knowledge but also encouraging changes in attitudes and behaviors to adopt sustainablelifestyles. Scholars and practitioners in the field of education call for innovative ways of engaging youth—a reason why gamification has gained more attention in recent years. This paper aims atexploring the role of gamification in aecting pro-environmental behavioral change and searching for best practices for educational purposes. For that aim, pro-environmental gamification platforms are identified and analyzed by applying two dierent frameworks: the Octalysis Framework and the Climate Change Engagement through Games Framework. After scanning 181 cases, a final sample of six is analyzed and two of them are selected as best practices with higher potential to engage users inpro-environmental behavioral change: SaveOhno and JouleBug. Meaning, ownership, and social influence, as well as achievability, challenge, and credibility, are seen as core elements that canincrease the success of gamification platforms. In conclusion, the more attributes are enclosed in the gamification design, the stronger physical and mental connections it builds up with participants.Insights from this study can help educators to select best practices and gamification designers to better influence behavioral change through game mechanics.
DOCUMENT
Prolonged unemployment can lead to depression and a loss of selfesteem. Gamification is a strategy that engages and motivates groups of people by implementing game mechanics and dynamics in an existing non-gaming system. This paper studies the possibility of using gamification to motivate job seekers. To test the effectiveness of the ideas proposed in this paper, a betweensubjects study was executed. Those results, although preliminary, do suggest the potential of including gamification features in job seeking systems.
DOCUMENT
Prolonged unemployment can lead to depression and a loss of selfesteem. Gamification is a strategy that engages and motivates groups of people by implementing game mechanics and dynamics in an existing non-gaming system. This paper studies the possibility of using gamification to motivate job seekers. To test the effectiveness of the ideas proposed in this paper, a betweensubjects study was executed. Those results, although preliminary, do suggest the potential of including gamification features in job seeking systems.
LINK
Joined webinar with IaaC and CLAC about Gamification and Public Space Co-creation.
DOCUMENT
This article presents a review of the current body of academic literature concerning gamification of production and logistics to understand the status quo and provide suggestions for future research. The findings indicate that the execution and control of production and logistic processes has been addressed most often in the current body of literature, which mostly consists of design research. Objectives and goals, points, achievements, multimedial feedback, metaphorical or fictional representations, and levels and progress are currently the most often employed affordances within this field. Research has focused in the given context on examining or considering motivation, enjoyment and flow, as the main psychological outcomes of gamification, while individual performance and efficiency are the most commonly examined or suggested behavioral and organizational impacts. Future studies should employ more rigorous designs within new subdomains of production and logistics and should firmly ground research designs and discussions in management theory and critical studies.
LINK
DOCUMENT
In the last years we have observed a growing interest in the use of gamification approaches for climate change education. While most practices are related to digital gaming, there is a new trend which is still academically unexplored: escape rooms. The main objective of this paper is to serve as an initial exploratory study in this field by identifying and analysing climate change-related escape rooms. For that purpose we carried out a web search and a qualitative content analysis. A total of 17 initiatives are described and compared, unravelling their main audience, country of origin, topics, scenarios and objectives covered. The paper also highlights what escape rooms can offer to climate change education: experiential and immersive learning, problem solving and critical thinking skills, and a sense of collaboration and urgency.
DOCUMENT