Social Business Transformation through Gamification
In: International Journal of Managing Information Technology (IJMIT) Vol.5, No.3, August 2013
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In: International Journal of Managing Information Technology (IJMIT) Vol.5, No.3, August 2013
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This report collects the findings and conclusions of the transnational research on "Gamification and Game-Based Learning: Best Practices and Requirements for Digital Environments", carried out by the consortium of the Sparks project, Strategic Partnership for Digital Education Readiness, co-funded by the Erasmus Plus Programme of the European Union. In detail, the report collects the comparative results of the main three research phases: identification and analysis of 48 best practices in game-based learning and gamified learning experiences from each of the six EU countries of the Sparks consortium, such as Greece, Italy, Spain, Portugal, Poland and Romania; administration of a survey to 304 Vocational Education and Training experts to validate the key game mechanics, dynamics, components, and game features found as success factors in the best practices collected; ten Focus Groups with 144 educators and learners aimed to identify the target groups' requirements, challenges, and needs for gamified learning experiences in digital environments. About the project The project Sparks brings togheter six partner institutions from six countries: Lascò, project Coordinator (Italy); Bexley-C Level IT (Romania); Center for Innovative Education (Poland); ECOS-Cooperativa de Educação, Cooperação e Desenvolvimento, CRL (Portugal); Femxa Formación S.L.U. (Spain); Kyttaro Enallaktikon Anazitiseon Neaon - KEAN (Greece). The project's main objectives are developing innovative practices and tools for VET providers to use digital technologies for learning creatively and collaboratively and increasing the ability of VET learners, teachers and trainers to adapt to online learning. In a 24-month journey, from May 2021, the consortium will produce the following results: this International Research on "Gamification and Game-Based Learning: Best Practices and Requirements for Digital Environments", carried out in the six countries involved. The six national and comparative research reports, including the findings and conclusions of ...
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A methodological discussion is proposed, aiming at showing that game theory in particular (and mathematical economics in general) and quantum mechanics are isomorphic. This result relies on the equivalence of the two fundamental operators employed in the two fields, namely, the expected value in economics and the density matrix in quantum physics. This coincidence can be traced back to the contributions of von Neumann in bot disciplines.
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In: Aspects of tourism 92
Intro -- DOI https://doi.org/10.21832/XU8212 -- Contents -- Figures and Tables -- Contributors -- 1 Introduction: Gamification in Tourism -- The Cutting-Edge Trend in Tourism -- Part 1 Gamification Theories -- 2 Gamification, Game Mechanics, Game Thinking and Players' Profile and Life Cycle -- 3 Understanding Games and Gamified Experiences: The MAPS-AIM Model -- 4 Gamification: Practices, Benefits and Challenges -- Part 2 Gamification Application and Case Studies -- 5 Gamification Applications in Hospitality and Airline Industries: A Unified Gamification Model
In: The John D. and Catherine T. MacArthur Foundation Reports on Digital Media and Learning
This report draws from the 2008 Pew Teens, Video Games, and
Civics Survey, a national survey of youth and their experiences
with video games done in partnership with Amanda Lenhart at
the Pew Internet and American Life Project, with funding from
the John D. and Catherine T. MacArthur Foundation. That
survey led to the report, "Teens, Video Games, and Civics,"
which examines the nature of young people's video game play
as well as the context and mechanics of their play. In addition
to examining the relationship between gaming and youth civic
engagement, "Teens, Video Games, and Civics" also provides a
benchmark for video and online gaming among young people
on a national level and the first broad, impartial look at the size
and scope of young people's general gaming habits.
Player communities in the location-based games Pokémon GO and Ingress differ from most online multiplayer game communities in two major ways: (1) Interaction between players occurs mostly face-to-face and (2) teams are static, for example, currently in Pokémon GO, changing teams is possible only once a year. In addition, much of the interaction between teams is non-verbal and occurs in the game world. The current study investigates how these characteristics affect the forming of player communities and friendships, and how the team of Pokémon Go and Ingress players can be used to predict the usage and attitudes towards a slang-word "jym" i.e. gym. Five Pokémon GO chats (242852 messages) from South-Western Finland were analyzed. In addition, a questionnaire (N=178) was sent to players in the case community, asking about their opinions and attitudes towards the word "jym". The results highlight the importance of the team in location-based games for the forming of friendships and raise an issue that the lack of verbal communication and cooperative opportunities can lead to negative attitudes and prejudice towards players on the opposing team. The study shows the influence of exclusive team chats on players' attitudes and draws parallels to the polarization of opinions due to personalized search results and social media. Game mechanics which encourage players from different teams to cooperate with one another are proposed as a solution for the polarization.
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In: Transformative Works and Cultures: TWC, Band 2
ISSN: 1941-2258
Expertise development in the massively multiplayer online game World of Warcraft (Blizzard Entertainment, 2004) depends greatly on a player's use of social skills to gain access to expert player groups and accrue social and cultural capital. Drawn from ethnographic research, this paper maps out various forms of expert practice and highlights the social aspects of game play that often eclipse the importance of game-mechanics knowledge. At the time of this research, playing World of Warcraft and developing expertise in the game happened roughly within a two-stage process: (1) leveling up, or advancing one's character or avatar while learning the mechanics of the game, and (2) drawing on social capital gained during the first stage to join a group of up to 40 players to partake in high-end or endgame content.
Business Gamification For Dummies; About the Authors; Contents at a Glance; Table of Contents; Introduction; About This Book; Conventions Used in This Book; Foolish Assumptions; How This Book Is Organized; Icons Used in This Book; Where to Go from Here; Part I: Basic Training: Grasping the Basics; Chapter 1: Gamifi-wha? Introducing Gamification; Paging Mr. Webster: Defining Gamification; What Gamification Does; Proof Positive: Does Gamification Work?; Who's on First: Who's Using Gamification?; Developing a Gamification Program; Chapter 2: Head Case: Understanding What Makes Users Tick. - Just Your Type: Identifying Player TypesOutie or Innie? Understanding Extrinsic Versus Intrinsic Motivators; The Fogg Behavior Model; Competition Versus Cooperation; Key Club: Motivating Key Behaviors; Chapter 3: Object Lesson: Establishing Business Objectives; Public Consumption: Considering Consumer-Related Objectives; Employee Relations: Exploring Employee-Related Objectives; Chapter 4: Target Practice: Targeting Desired Behaviors; Turning Valued Behaviors into Valuable Behaviors; Simple Minds: Comparing Simple and Advanced Behaviors. - Matching Behaviors with Customer-Related Business ObjectivesAligning Behaviors with Employee-Related Business Objectives; Bad Dog! Identifying Behaviors You Want to Discourage; Chapter 5: You Win! The Rewards of Rewarding; Types of Rewards; Badges? We don't need no stinking badges! Actually, maybe you do; Choosing rewards; Identifying When to Reward; Chapter 6: Game On: Understanding Game Mechanics; Here's the Skinny: A Brief Intro to Game Mechanics; Get to the Point: Understanding Points; Follow the Leader: Working with Leaderboards; Level Up: Exploring Levels
In: Journal of Economic Behavior & Organization, Band 70, Heft 1-2, S. 231-240
We show that the introduction of Tobin taxes in agent-based models of currency markets can lead to a reduction of both speculative trading and the magnitude of exchange rate fluctuations at intermediate tax rates. In this regime revenues obtained from speculators are maximal for the institutions acting as market makers. We here focus on minority game models of markets, which are accessible by exact techniques from statistical mechanics. Results are supported by computer simulations. Our findings suggest that at finite systems sizes the effect is most pronounced in a critical region around the phase transition of the infinite system, but much weaker if the market is operating far from criticality and does not exhibit anomalous fluctuations.
Game theory and its quantum extension apply in numerous fields that affect people's social, political, and economical life. Physical limits imposed by the current technology used in computing architectures (e.g., circuit size) give rise to the need for novel mechanisms, such as quantum inspired computation. Elements from quantum computation and mechanics combined with game-theoretic aspects of computing could open new pathways towards the future technological era. This paper associates dominant strategies of repeated quantum games with quantum automata that recognize infinite periodic inputs. As a reference, we used the PQ-PENNY quantum game where the quantum strategy outplays the choice of pure or mixed strategy with probability 1 and therefore the associated quantum automaton accepts with probability 1. We also propose a novel game played on the evolution of an automaton, where players' actions and strategies are also associated with periodic quantum automata.
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In: New Media & Society
ISSN: 1461-7315
Game design's influence on how gaming is practiced is a debated topic within video game research. Overlapping with this debate are questions of how game design and social practice each contribute to experiences of problematic gaming. In this study, we drew on focus groups and individual interviews with a total of 107 adolescents. We deployed practice theory to demonstrate how game design is an integrated part of the material configurations of everyday gaming practices. Furthermore, we will provide empirical examples of how interplays between game design and social practices can shape experiences of problematic gaming. In the analysis, we will demonstrate how adverse consequences of gaming can emerge in the clash between game design and everyday life obligations. Additionally, we will show how strategically designed monetary mechanics and patterns can be intensified or stifled by players' socializing practices. Finally, we will address the interplay between gendered practices and game designs.
In: Urban Planning, Band 7, Heft 2, S. 253-263
The use of games as a method for planning and designing cities is often associated with visualisation, from simplistic to immersive environments. They can also include complex and sophisticated models which provide an evidence base. The use of such technology as artefacts, aids, or mechanics curates the player experience in different and very often subtle ways, influencing how we engage with (simulated) urban phenomena, and, therefore, how the games can be used. In this article, we aim to explore how different aspects of technology use in city games influence the player experience and game outcomes. The article describes two games built upon the same city gaming framework, played with professionals in Rome and Haifa, respectively. Using a mixed-method, action research approach, the article examines how the high-tech, free form single-player games elicit the mental models of players (traffic controllers and planners in both cases). Questionnaires and the players' reflections on the gameplay, models used, and outcomes have been transcribed and analysed. Observations and results point to several dimensions that are critical to the outcomes of digital city games. Agency, exploration, openness, complexity, and learning are aspects that are strongly influenced by technology and models, and in turn, determine the outcomes of the game. City games that balance these aspects unlock player expertise to better understand the game dynamics and enable their imagination to better negotiate and resolve conflicts in design and planning.
In: Mobile media & communication, Band 5, Heft 1, S. 51-54
ISSN: 2050-1587
Most of the discussion about Pokémon Go has focused on the end-user and the playful nature of the game. Experts have mentioned the game's commercialism, but they have done so mostly by talking about the data collection practices of the app developers. This commentary piece takes a different approach by examining how businesses have used Pokémon Go's "lures" to attract foot traffic. The main goal of the article is to show how the ludic, digital wayfaring of location-based games can be used by individual places to attract players. While the focus is on business owners, I will also address how game mechanics could also be used to encourage prosocial behaviors such as voting (in noncompulsory voting countries).
In: Evolutionary economics and social complexity science volume 6
This book both summarizes the basic theory of evolutionary games and explains their developing applications, giving special attention to the 2-player, 2-strategy game. This game, usually termed a "2×2 game" in the jargon, has been deemed most important because it makes it possible to posit an archetype framework that can be extended to various applications for engineering, the social sciences, and even pure science fields spanning theoretical biology, physics, economics, politics, and information science. The 2×2 game is in fact one of the hottest issues in the field of statistical physics. The book first shows how the fundamental theory of the 2×2 game, based on so-called replicator dynamics, highlights its potential relation with nonlinear dynamical systems. This analytical approach implies that there is a gap between theoretical and reality-based prognoses observed in social systems of humans as well as in those of animal species. The book explains that this perceived gap is the result of an underlying reciprocity mechanism called social viscosity. As a second major point, the book puts a sharp focus on network reciprocity, one of the five fundamental mechanisms for adding social viscosity to a system and one that has been a great concern for study by statistical physicists in the past decade. The book explains how network reciprocity works for emerging cooperation, and readers can clearly understand the existence of substantial mechanics when the term "network reciprocity" is used. In the latter part of the book, readers will find several interesting examples in which evolutionary game theory is applied. One such example is traffic flow analysis. Traffic flow is one of the subjects that fluid dynamics can deal with, although flowing objects do not comprise a pure fluid but, rather, are a set of many particles. Applying the framework of evolutionary games to realistic traffic flows, the book reveals that social dilemma structures lie behind traffic flow