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Gamicards - An Alternative Method
for Paper-Prototyping the Design of Gamified Systems
Lauren S. Ferro, Steffen P. Walz, and Stefan Greuter
School of Media and Communication
Games and Experimental Entertainment Laboratory (GEElab)
RMIT University, Melbourne, Australia
{lauren.ferro,steffen.walz,stefan.greuter}@rmit.edu.au
Abstract. This paper introduces an early prototype concept known as
Gamicards, for use in the design of gamified systems. With the popularity of
gamified approaches and the varying knowledge of designers of these systems,
not enough resources exist that can assist to guide designers through the
process, ensuring important elements (such as motivation) are considered.
Gamicards are an early prototype deck of cards that are designed to provide a
resource for designers from a range of different backgrounds and knowledge of
gamified design, with the intention to develop more meaningful gamified
approaches.
Keywords: gamification, paper prototyping, game design, motivation,
brainstorming, idea generation, personalization.
1
Introduction
Gamification is the application of game elements and game mechanics to make an
ordinary task more engaging and enjoyable [1]. It has become popular across varying
contexts from education, business, marketing, and social collaboration. The term
engagement in this paper refers to the amount of time spent interacting with the
gamified application, often with an increase after the implementation of a gamified
approach. Gamification can use game elements and mechanics (i.e. badges,
achievements) with the aim of increasing motivation to perform certain tasks, and is
often successful. Motivation in the context of this paper refers to the users willingness
to engage with the gamified application (this can be either extrinsic or intrinsic
motivation) 1 . Whether it is to improve product engagement, customer loyalty, [1], [2]
or to develop a more enjoyable way of interacting or completing tasks such as
keeping organised or productive, gamification can be a favourable strategy.
The implementation of a gamified approach has been evident in many situations
such as marketing strategies (i.e. loyalty programs such as Fly Buys 2 ) and educational
1 It should be noted that the intention of this gamified intervention; the intrinsic motivation of
the user is the primary focus.
2 https://www.flybuys.com.au
 
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