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design the experience keeping the aforementioned details in mind and identifying if
the choice of these elements and mechanics adhere to desired interaction(s). The
designer is free to choose any elements from the array, even propose alternatives via
the Mystery cards, but still have the visual representation outlining their objectives,
bringing them back to the focus of their gamified approach.
5
Discussion
While no empirical research has yet to be conducted, preliminary interactions with the
Gamicards looks promising. Inexperienced designers grasped the concept and design
process quickly, understanding the basic concept of gamified design, while more
experienced designers considered a range of different aspects that they would not
necessarily have thought or focused directly on without the use of the cards. Thus for
experienced designers, it has provided a complementary framework to their pre-
existing methods and knowledge and for inexperienced designers, these cards and
resources have provided a foundation to develop their skills and understanding on
how to implement game elements and mechanics into an experience. While
Gamicards are very much in the early prototype stage, further testing and iterations
are expected to provide more solid results. This is to be further reinforced with current
research into the relationship between personality types and game elements and
mechanics.
References
1. Deterding, S., Dixon, D., Khaled, R., Nacke, L.: From game design elements to
gamefulness: Defining 'gamification'. In: Proceedings of the 15th International Academic
MindTrek Conference: Envisioning Future Media Environments, New York, NY, USA,
pp. 9-15 (2011)
2. Zichermann, G.: Gamification by design: Implementing game mechanics in web and
mobile apps. O'Reilly Media, Sebastopol (2011)
3. L. to the Editor, “Boy Scouts of America had gamification down back in 1910.” Letters to
the Editor (2013)
4. Kultima, A., Niemelä, J., Paavilainen, J., Saarenpäa, H.: Designing 'Game Idea
Generation' Games, Loading.. 3(5) (December 2009)
5. Alves, V., Roque, L.: A Deck for Sound Design in Games: Enhancements Based on a
Design Exercise. In: Proceedings of the 8th International Conference on Advances in
Computer Entertainment Technology, New York, NY, USA, p. 34:1-34:8 (2011)
6. Wetzel, R.: Introducing Pattern Cards for Mixed Reality Game Design. In: Third
Workshop on Design Patterns in Games (2014)
7. Schell, J.: The art of game design a book of lenses. Elsevier/Morgan Kaufmann,
Amsterdam, Boston (2008)
8. Järvinen, A.: Theory as Game: Designing the Gamegame. In: Changing Views: Worlds in
Play (2005)
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