Archive for April 2014

Gamification in Higher Ed Briefly

Sarah Moore shares her experience with an LMS development company and her thoughts on gamification and higher education. Her important points are the benefits gamification can have to many facets of a students development including;

  • Cognitive Development
  • Emotional Development
  • Social Development

While some of the commenters on this blog post raise concerns around overexposure to technology, the impacts of over stimulating audiences, and whose responsibility it is to create the gamified experience.

MDA – Mechanics, Dynamics and Asthetics

Hunicke, LeBlanc and Zubek (2004) present a framework for developing games and thinking about games research. They start from the perspective of the player and the designer as a one way communication into a product, the game.

They formalize the consumption of games to into their components, rules, system and fun. Which they extrapolate their design components.

MECHANICS > DYNAMICS > AESTHETICS

Mechanics describes the particular components of the game, at the level of data representation and algorithms.

Dynamics describes the run-time behavior of the mechanics acting on player inputs and each others outputs over time.

Aesthetics describes the desirable emotional responses evoked in the player, when she interacts with the game system.

The authors then talk about language around fun, and how the vocabulary for “fun” is very limited. Then launch briefly into a “fun” taxonomy.

1. Sensation - Game as sense-pleasure
2. Fantasy - Game as make-believe
3. Narrative - Game as drama
4. Challenge - Game as obstacle course
5. Fellowship - Game as social framework
6. Discovery - Game as uncharted territory
7. Expression - Game as self-discovery
8. Submission - Game as pastime

This is interesting, and possibly useful. However how does this fit with other taxomonies? Does this cover everything one considers fun. What about other interpretations of fun? This taxonomy is Marc LeBlanc’s (author) eight kinds of fun (http://8kindsoffun.com/). Other ways of defining of categorizing fun is Nicole Lazzaro’s Four ways of fun (link). No doubt there are also some commentary from the fields of psychology.

The authors then move onto explaining the model. They feel it best to start from the user perspective, with aesthetics. This idea of starting the game design process from the user experience point of view is not new and shared by many designers (including Kevin Werbach, Gamification Design Framework). The model is very simple and the about definitions of the steps give most of it away. However, here are some choice quotes for each step that may be of use.

Aesthetics

“They succeed when the various teams or players in these games are emotionally invested in defeating each other.” Touching on emotional investment for engaged play.

Dynamics

[Between winners and losers] “As the gap widens, only a few (and sometimes only one) of the players is really invested. Dramatic tension and agency are lost.”

Mechanics

“By applying … changes to the fundamental rules of play, we might be able to keep lagging players competitive and interested for longer periods of time.”

They conclude that simple changes to games can result in a better user experience. “In addition, by understanding how formal decisions about gameplay impact the end user experience, we are able to better decompose that experience, and use it to fuel new designs, research and criticism respectively.”

 

References

Hunicke, R., M. LeBlanc, et al. (2004). MDA: A formal approach to game design and game research. Proceedings of the AAAI Workshop on Challenges in Game AI.

Research – getting started

So now my research journey truly begins. My coursework has started, actually we are almost half-way in, I’ve had my first couple of meetings with my supervisors, and I’ve started the researching process.

After the push from the supervisors I looked into EndNote. I had previously used it in undergraduate with small collections (for essays), but found the interface quite ugly, and not very user-friendly. Thus far I have been using Mendeley to log all of the papers and items I had been collecting. Which had been suggested to my by a Colleague. Mendeley has the extra bonus of a free iPad App. This has meant I have convenient access to my whole collection of research while I’m on the go. I’ll be honest that iPad goes with me pretty much everywhere. I cracked open EndNote and started plugging in all of the references I had used in my submitted Masters Research Proposal. Looking at both programs, they both meet my needs – they store reference information, can store actual PDF items, output to something close to Harvard Reference style, and has some integration with MS word for in-text referencing. So now I’m stuck. I have a Mendeley library which is now very full having provided a dumping ground for collected items for the past 6 – 8 months, yet EndNote is nice a clean and has quality detailed references in it.

Mendeley_lib

My Mendeley Library

EndNote_lib

My EndNote Library

Now I guess it’s down to a choice. I’m quite attached to the library I have built up in Mendeley, which it is available to me on my iPad. Though I also really value the quality notes I’ve been adding to the entries in EndNote. UOW currently only supports EndNote, so naturally I’m leaning towards EndNote. I think long term when I’m stressing about submission the relieved pressure if I need it may come in handy.

Naturally, the Thesis Whisperer has written about her experiences with reference software. She concludes that its  personal choice. I guess the next few months as I read more and more about the Gamaification field I can really test out both, and hopefully come to a final decision.