Information Technology Reference
In-Depth Information
Fig. 2. (From left) Schell's deck of lenses, Grow-a-Game, PlayGen Deck
3.1
The Need to Provide Resources for Non-game Designers
Designers of gamified systems can range from educators to entrepreneurs with the
vision of creating a more engaging approach to their given context. Having a diverse
range if designers, also comes with a variation in knowledge and experience of
gamified systems. With this in mind, it is important that if these systems are being
implemented into contexts that cross over with real life expectations (i.e. improved
academic performance) that they are carefully designed - much like the design of
educational curriculum or a marketing strategy. Furthermore, the idea of what a game
is may influence the general understanding of what is a gamified system. Industry
experience has identified that individuals outside of a concentrated gaming and
sometimes technology culture tend to perceive gamified approaches as either a waste
of time or a potentially useful approach. Often the former, end up comparing gamified
approaches to the idea of playing a game. Sometimes, the assumption is that a
gamified approach is based entirely around that - a game. Therefore, it is important
that there is an availability of adequate resources to provide support and an
understanding of gamified systems and what it means to create a gamified approach -
that it is not necessarily “a game”. The aim here is that by developing such an
understanding this stigma centred on gamified design will be broken.
4
Gamicards
Gamicards are an early prototype deck of cards that are designed to provide a
resource to assist individuals in the development of gamified approaches. It forms part
of a larger project that is investigating the relationship between personality types and
gamified experiences [13]. The cards aim at covering the fundamental and core
considerations for developing more meaningful and personalised gamified
approaches. Additionally, developing a vocabulary and awareness of the other types
of elements that are available to use - making designers aware that they stem beyond
the more popular: badge, achievements and points. By having resources with aspects
focusing specifically on user considerations, it will keep the gamified approach
focused, without being restricting.
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