GAMIFICATION AND PERSUASIVE COMPUTING-105125

Fraud Student Name AnkitChhajed

This assessment requires you to complete an annotated bibliography of literature relevant in the field of gamification and persuasive computing. The bibliography will focus on a key topic (e.g., motivating the player experience, game rewards and behaviour change). It should also target research from a specific domain that you wish to pursue for your design assessment (e.g., Education, Health and Fitness, or Enterprise). Undertaking this annotative bibliography should give you a greater understanding of the topic area and also help to inform and justify design decisions made in later assessment. An introduction paragraph that clearly states the topic and summarises the overall findings of the bibliography is required, along with an annotated bibliography of 10-15 references. The annotated bibliography is to be delivered via blackboard and also as a blog post on your personal website for the subject. You will be marked on the introduction, selection of references (quality, suitability, breadth and depth), the description and critical analysis of each reference, as well as your referencing style and communication.

 

 

 

 

 

 


 

GAMIFICATION AND PERSUASIVE COMPUTING

Deterding, S., Sicart, M., Nacke, L., O’Hara, K., & Dixon, D. (2011, May).Gamification.using game-design elements in non-gaming contexts. In CHI’11 Extended Abstracts on Human Factors in Computing Systems (pp. 2425-2428). ACM.

The article primarily reflects to the concept of Gamification which is actually regarded as an informal umbrella used for video game elements in the non-gaming systems so as to improvise the User Experience (UX) and engagement. The introduction of the concept of ‘gamified application’ is been launched in this article so as to enlarge the audiences promising a new addition to the existing and diverse research on heuristics, design patterns and the various dynamics of a game. The positive UX are provided with all such attributes in this article. Terms such as Information System, Key Synergies, Opportunities, Questionnaire regarding future research of gamification is been critically analysed in this article.

Johnson, D., Watling, C., Gardner, J., &Nacke, L. E. (2014, October). The edge of glory: The relationship between metacritic scores and player experience. In Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play (pp. 141-150).ACM.

The article generally describes a three month old diary student which explores 25 players providing a platform of FEZ over certain gaming sessions all over. 30-60 minute of gaming session is followed which describes the game experience and its related intrinsic motivations. The article reflects the fact of decrement of the motivation over the course of the various sessions.

Hamari, J., &Eranti, V. (2011).Framework for designing and evaluating game achievements. Proc. DiGRA 2011: Think Design Play115(115), 122-134.

This article generally covers the gamification areas regarding the factors of education and business which also tends to relate to the pitfalls so as to avoid the measures and provide successive guidelines to implement in the project. Various theoretical analysis is been projected such as economics, theory of the game & complex adaptive systems. The contributors generally helps the readers to avoid issues and difficulties related to the poor implementation. Generally the article brings together the various theories from the various disciples into the field of education and business related issues.

Mosites, D. C., Waldron, J., &Talapatra, S. (2013). U.S. Patent No. 8,491,380. Washington, DC: U.S. Patent and Trademark Office.

This article consists of the trademarks or the copyrights which is given by the government to a particular company regarding the effectiveness of the social (online) network health behaviour interventions. It is based on the dynamic expansion of the Web 2.0 technologies based on the online social networking which offers the immense potentiality for delivering the health behaviour changes in the campaign. However the major issue which is involved in the article confers the absurdness of the online social networking programs which has the best harnessing ability so as to achieve health behaviour changes.

Maher, C. A., Lewis, L. K., Ferrar, K., Marshall, S., De Bourdeaudhuij, I., &Vandelanotte, C. (2014). Are health behavior change interventions that use online social networks effective? A systematic review. Journal of Medical Internet Research16(2).

The basic objective includes the study of the systematic review of the present level related to the online social network and the effectiveness of the social network towards production of innovative ideas and tools towards the present generation. The change in the behaviour of the people is highlighted which is directly related to the usage of the online social networks and related such issues.

Paredes, P., Tewari, A., & Canny, J. (2013, April). Design principles for the conceptualization of games for health behavior change. In CHI 2013 ACM SIGCHI Conference on Human Factors in Computing Systems, Paris, France (April 27, 2013).

The article reflects the persuasive nature of the Social Network Sites (SNS) by using Facebook as a case study. The basic case study reflects to the Behaviour Change Support Systems (BCCSs). The basic objective includes in gaining higher understanding of the usage of SNS along with user’s original behaviour. In this article qualitative analysis is been projected so as to focus on enthusiasm, entertainment and social attributes so related to it.

Rughinis, R. (2013, June). Gamification for productive interaction: Reading and working with the gamification debate in education. In Information Systems and Technologies (CISTI), 2013 8th Iberian Conference on (pp. 1-5). IEEE.

The basic focus in this article is the gamification debate during the recent times which has provided an alternative and heuristic definition of the gaming program. Several developments of the terminology is been undertaken in the article such as interaction over motivation, simple game play over game mechanics. The diverse change in the behaviour of the gamers are also been highlighted. The least denominator to inform the gamification in the purpose of education is the basic moto in this article.

Finco, M. D., Reategui, E., Zaro, M. A., Sheehan, D. D., & Katz, L. (2015).Exergaming as an Alternative for Students Unmotivated to Participate in Regular Physical Education Classes. International Journal of Game-Based Learning (IJGBL)5(3), 1-10.

The article is completely based on the emergence of the gesture based computing followed by the inexpensive gesture recognition technology such as Kinect. Kinect is termed to have opened the gate for innovative educational game for the new generation. In this article Kinect is used so as to recycle the body gesture by the students. This type of game is highly active as the boys prefers to play in a competitive mode and the girls prefers a collaborate play.

Huber, M. Z., &Hilty, L. M. (2015).Gamification and sustainable consumption: overcoming the limitations of persuasive technologies. In ICT Innovations for Sustainability (pp. 367-385).Springer International Publishing.

The article covers the patterns of production and the various consumption in the modern industrialized world which are claimed to be unsustainable. So as to support the transition in the behalf of the consumption patterns, ICT applications persuade the various customers so as to change their attitude into a green direction which is been developed in Persuasive Technology (PT). However such perspectives are been criticised as they are often based on assumptions which leads to change in the behaviour. The other reason includes the fact that the designer of the system initiates from objective for the sustainable attitude which is able to operationalize in the context.

Smeddinck, J., Gerling, K. M., &Tiemkeo, S. (2013, October). Visual complexity, player experience, performance and physical exertion in motion-based games for older adults.In Proceedings of the 15th International ACM SIGACCESS Conference on Computers and Accessibility (p. 25).ACM.

The article clearly reflects to the visual complexes so suffered by the various patients all across the world. There is a significant connection with the experience and performance so acquired by the individual. The involvement of the motion games in such a situation is highlighted which is generally experienced by the older adults and its significant role in the visual complexes is focused as the main objective.