IoT Games and Gamified Systems: Summertime Sadness or Lust for Hype?

Resumo


The Internet of Things (IoT) has gained much space in people's everyday lives in the last few years, and it is already possible to see IoT applications widely used in various domains, such as healthcare and industry. The convergence of IoT and digital games also creates opportunities for HCI & Digital Games research, supposedly opening countless possibilities for innovative games and challenging research. However, research on this topic appears to suffer from a generalized lack of clarity in its basics. Following this thread, we conducted a systematic mapping study and analyzed 22 papers that proposed or evaluated IoT games and gamified systems (IoTGGS), aiming to identify characteristics, patterns, and research opportunities related to HCI design and evaluation. However, our own frustrations in this endeavor also led us to identify shortcomings in commonly-used approaches. Thus, this paper contributes to the debate not only by focusing on the convergence between games and IoT with a systematic approach but also discussing the apparently dead-end we have found when closely analyzing this research topic. We present a brief panorama of the field and the identified gaps and raise possible new directions that could help take IoTGGS research to the next level.

Palavras-chave: Internet of Things, Digital games, IoT games, Gamified systems

Referências

Shabir Ahmad, Faisal Mehmood, Faheem Khan, and Taeg Keun Whangbo. 2022. Architecting Intelligent Smart Serious Games for Healthcare Applications: A Technical Perspective. Sensors 22, 3 (2022), 810.

Tanveer Ahmad and Dongdong Zhang. 2021. Using the internet of things in smart energy systems and networks. Sustainable Cities and Society 68 (2021), 102783.

Fahed Alkhabbas, Romina Spalazzese, and Paul Davidsson. 2019. Characterizing Internet of Things systems through taxonomies: A systematic mapping study. Internet of Things 7 (2019), 100084.

Abdelhadi Alla and Khalid Nafil. 2019. Gamification in IoT application: A systematic mapping study. Procedia Computer Science 151 (2019), 455–462.

Fritz Allhoff and Adam Henschke. 2018. The internet of things: Foundational ethical issues. Internet of Things 1 (2018), 55–66.

Jeferson Arango-López, Luis Fernando Castillo Ossa, Cesar Alberto Collazos, Francisco Luis Gutiérrez Vela, and Habib M Fardoun. 2019. Pervasive games in the rehabilitation process: a systematic literature review. In Proceedings of the 5th Workshop on ICTs for improving Patients Rehabilitation Research Techniques. 140–143.

Jeferson Arango-López, Cesar A Collazos, Francisco Luis Gutiérrez Vela, and Luis F Castillo. 2017. A systematic review of geolocated pervasive games: a perspective from game development methodologies, software metrics and linked open data. In Design, User Experience, and Usability: Designing Pleasurable Experiences: 6th International Conference, DUXU 2017, Held as Part of HCI International 2017, Vancouver, BC, Canada, July 9-14, 2017, Proceedings, Part II 6. Springer, 335–346.

Parvaneh Asghari, Amir Masoud Rahmani, and Hamid Haj Seyyed Javadi. 2019. Internet of Things applications: A systematic review. Computer Networks 148 (2019), 241–261.

Luigi Atzori, Antonio Iera, and Giacomo Morabito. 2010. The internet of things: A survey. Computer networks 54, 15 (2010), 2787–2805.

Luigi Atzori, Antonio Iera, and Giacomo Morabito. 2017. Understanding the Internet of Things: definition, potentials, and societal role of a fast evolving paradigm. Ad Hoc Networks 56 (2017), 122–140.

Jannicke Madeleine Baalsrud Hauge, Theodore Lim, Matthias Kalverkamp, Florian Haase, and Francesco Bellotti. 2016. Analysis on educating mechanical engineers through serious games using pervasive technologies. In International Design Engineering Technical Conferences and Computers and Information in Engineering Conference, Vol. 50084. American Society of Mechanical Engineers, V01BT02A050.

Francesco Bellotti, Riccardo Berta, Pratheep Paranthaman, Gautam Dange, and Alessandro De Gloria. 2019. REAL: Reality-enhanced applied games. IEEE Transactions on Games 12, 3 (2019), 281–290.

Kenneth Bollen, JT Cacioppo, RM Kaplan, JA Krosnick, and JL Olds. 2015. Social, behavioral, and economic sciences perspectives on robust and reliable science: Report of the Subcommittee on Replicability in Science, Advisory Committee to the National Science Foundation Directorate for Social, Behavioral, and Economic Sciences. National Science Foundation (2015).

Paul Brous, Marijn Janssen, and Paulien Herder. 2020. The dual effects of the Internet of Things (IoT): A systematic review of the benefits and risks of IoT adoption by organizations. International Journal of Information Management 51 (2020), 101952.

Nayana Carneiro, Ticianne Darin, and Windson Viana. 2019. What are we talking about when we talk about location-based games evaluation? a systematic mapping study. In Proceedings of the 18th Brazilian Symposium on Human Factors in Computing Systems. 1–13.

Thomas Chatzidimitris, Damianos Gavalas, and Vlasios Kasapakis. 2014. PacMap: transferring PacMan to the physical realm. In International Internet of Things Summit. Springer, 139–144.

Ioannis Chatzigiannakis and Christos Tselios. 2021. Internet of Everything. In Intelligent Computing for Interactive System Design: Statistics, Digital Signal Processing, and Machine Learning in Practice. 21–56.

Liliana Vale Costa, Ana Isabel Veloso, and Óscar Mealha. 2017. A review of proxemics in ‘smart game-playing’. In Conference on Smart Learning Ecosystems and Regional Development. Springer, 219–226.

Ticianne Darin, Nayana Carneiro, David Miranda, and Bianca Coelho. 2023. Challenges in Evaluating Players’ Interaction with Digital Games. In Grand Research Challenges in Games and Entertainment Computing in Brazil-GranDGamesBR 2020–2030: First Forum, GranDGamesBR 2020, Recife, Brazil, November 7-10, 2020, and Second Forum, GranDGamesBR 2021, Gramado, Brazil, October 18–21, 2021, Revised Selected Papers. Springer, 1–24.

Nikos Dimitriou, Anastasia Garbi, Kostas Vasilakis, Anthony Schoofs, Amr Taha, Manolis Nikiforakis, Sarantis Kotsilitis, Thanasis G Papaioannou, Dimosthenis Kotsopoulos, Cleopatra Bardaki, 2018. ChArGED: Implementing a framework for improving energy efficiency in public buildings through IoTenabled energy disaggregation and serious games. In 2018 IEEE International Conference on Pervasive Computing and Communications Workshops (PerCom Workshops). IEEE, 65–70.

Thomas Dylan, Gavin Wood, Abigail C Durrant, John Vines, Pablo E Torres, Philip IN Ulrich, Mutlu Cukurova, Amanda Carr, Sena Çerçi, and Shaun Lawson. 2020. Designing IoT Resources to Support Outdoor Play for Children. In Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems. 1–12.

David Fletcher. 2015. Internet of things. In Evolution of cyber technologies and operations to 2035. Springer, 19–32.

Stuart Gray, Fay Clark, Katy Burgess, Tom Metcalfe, Anja Kadijevic, Kirsten Cater, and Peter Bennett. 2018. Gorilla Game Lab: Exploring modularity, tangibility and playful engagement in cognitive enrichment design. In Proceedings of the Fifth International Conference on Animal-Computer Interaction. 1–13.

Stephanie Heintz and Effie Lai-Chong Law. 2015. The game genre map: A revised game classification. In Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play. 175–184.

John Henry, Stephen Tang, Subhas Mukhopadhyay, and Moi Hoon Yap. 2021. A randomised control trial for measuring student engagement through the Internet of Things and serious games. Internet of Things 13 (2021), 100332.

Hai Huang and Kher Hui Ng. 2021. Designing for cultural learning and reflection using IoT serious game approach. Personal and Ubiquitous Computing 25, 3 (2021), 509–524.

Helene Joffe. 2012. Thematic analysis. Qualitative research methods in mental health and psychotherapy 1 (2012), 210–223.

Petter Bakkan Johansen. 2018. Iot-based pervasive game framework-a proof of concept case study. Master’s thesis. NTNU.

Vlasios Kasapakis and Damianos Gavalas. 2015. Pervasive gaming: Status, trends and design principles. Journal of Network and Computer Applications 55 (2015), 213–236.

Vlasios Kasapakis, Damianos Gavalas, and Thomas Chatzidimitris. 2014. Evaluation of pervasive games: recruitment of qualified participants through preparatory game phases. In International Internet of Things Summit. Springer, 118–124.

Raphael Kim, Siobhan Thomas, Roland van Dierendonck, and Stefan Poslad. 2018. A new mould rush: designing for a slow bio-digital game driven by living micro-organisms. In Proceedings of the 13th International Conference on the Foundations of Digital Games. 1–9.

Barbara Kitchenham, O Pearl Brereton, David Budgen, Mark Turner, John Bailey, and Stephen Linkman. 2009. Systematic literature reviews in software engineering–a systematic literature review. Information and software technology 51, 1 (2009), 7–15.

Barbara A Kitchenham, David Budgen, and O Pearl Brereton. 2010. The value of mapping studies-A participant-observer case study.. In EASE, Vol. 10. 25–33.

Mehmet Kosa and Pieter Spronck. 2018. What tabletop players think about augmented tabletop games: a content analysis. In Proceedings of the 13th International Conference on the Foundations of Digital Games. 1–8.

Aleksandr Lepekhin, Alexandra Borremans, Igor Ilin, and Sami Jantunen. 2019. A systematic mapping study on internet of things challenges. In 2019 IEEE/ACM 1st International Workshop on Software Engineering Research & Practices for the Internet of Things. IEEE, 9–16.

Alexandra L’Heureux, Katarina Grolinger, Wilson A Higashino, and Miriam AM Capretz. 2017. A gamification framework for sensor data analytics. In 2017 IEEE international congress on internet of things (ICIOT). IEEE, 74–81.

Sharon Lindberg, Petter Karlström, and Sirkku Männikkö Barbutiu. 2021. Design Ethics in Practice-Points of Departure. Proceedings of the ACM on Human-Computer Interaction 5, CSCW1 (2021), 1–19.

Alejandro López-Martínez, Carlos A Iglesias, and Álvaro Carrera. 2020. Gamified Smart Objects for Museums Based on Automatically Generated Quizzes Exploting Linked Data. In 2020 16th International Conference on Intelligent Environments (IE). IEEE, 132–139.

Ching-Hu Lu. 2018. IoT-enabled adaptive context-aware and playful cyber-physical system for everyday energy savings. IEEE Transactions on Human-Machine Systems 48, 4 (2018), 380–391.

André MacDowell and Markus Endler. 2014. Internet of things based multiplayer pervasive games: An architectural analysis. In International Internet of Things Summit. Springer, 125–138.

Carsten Magerkurth. 2012. Hybrid gaming environments: keeping the human in the loop within the Internet of things. Universal Access in the Information Society 11, 3 (2012), 273–283.

Ahsan Manzoor, Max Samarin, David Mason, and Mika Ylianttila. 2020. Scavenger Hunt: Utilization of Blockchain and IoT for a location-based Game. IEEE Access 8 (2020), 204863–204879.

M. Mendes, A. Pereira, L. Almeida, and J. Barata. 2021. Challenges and Opportunities on Using Games to Support IoT Systems Teaching. In 2021 IEEE Global Engineering Education Conference (EDUCON). 1–8. DOI: 10.1109/EDUCON46848.2021.9513484

Lee Jeong Min, Kim Ji Hye, and Lee Kyoung Hak. 2016. Development of Elementary Science Fossil Learning. Indian Journal of Science and Technology 9 (2016), 46.

Daniele Miorandi, Sabrina Sicari, Francesco De Pellegrini, and Imrich Chlamtac. 2012. Internet of things: Vision, applications and research challenges. Ad hoc networks 10, 7 (2012), 1497–1516.

Lee MyounJae. 2016. Secure game development for IoT environment. Journal of Computer Virology and Hacking Techniques 12, 3 (2016), 125–130.

Felipe Paiva, Glaudiney Mendonça, and Windson Viana. 2022. A Systematic Mapping of Hybrid Games in the Academy. In Anais Estendidos do XXI Simpósio Brasileiro de Jogos e Entretenimento Digital. SBC, 128–137.

Arno Penders, Johanna Renny Octavia, Michiel Caron, Fay de Haan, Thomas Devoogdt, Samnang Nop, Anthony McAtear, Olivier Pieters, Francis Wyffels, Steven Verstockt, 2018. Solis: A smart interactive system for houseplants caring. In 2018 International Conference on Orange Technologies (ICOT). IEEE, 1–7.

Kai Petersen, Sairam Vakkalanka, and Ludwik Kuzniarz. 2015. Guidelines for conducting systematic mapping studies in software engineering: An update. Information and Software Technology 64 (2015), 1–18.

Luka Petrović, Danijela Stojanović, Aleksandra Labus, Zorica Bogdanović, and Marijana Despotović-Zrakić. 2017. Harnessing Edutainment in Higher Education: an example of an IoT based game. In The 12th International conference on virtual learning, Sibiu, Romania-Europe. 318–324.

Luka Petrović, Danijela Stojanović, Svetlana Mitrović, Dušan Barać, and Zorica Bogdanović. 2022. Designing an extended smart classroom: An approach to game-based learning for IoT. Computer applications in engineering education 30, 1 (2022), 117–132.

Partha Pratim Ray. 2018. A survey on Internet of Things architectures. Journal of King Saud University-Computer and Information Sciences 30, 3 (2018), 291–319.

Gianna Reggio, Maurizio Leotta, Maura Cerioli, Romina Spalazzese, and Fahed Alkhabbas. 2020. What are IoT systems for real? An experts’ survey on software engineering aspects. Internet of Things 12 (2020), 100313.

James Scheibner, Anna Jobin, and Effy Vayena. 2021. Ethical issues with using Internet of Things devices in citizen science research: A scoping review. Frontiers in Environmental Science 9 (2021), 629649.

Ben Schouten, Gabriele Ferri, Michiel de Lange, and Karel Millenaar. 2017. Games as strong concepts for city-making. In Playable cities. Springer, 23–45.

Pallavi Sethi and Smruti R Sarangi. 2017. Internet of things: architectures, protocols, and applications. Journal of Electrical and Computer Engineering 2017 (2017).

Alessandro Soro, Margot Brereton, Paul Roe, Peta Wyeth, Daniel Johnson, Aloha Hufana Ambe, Ann Morrison, Shaowen Bardzell, Tuck Wah Leong, Wendy Ju, 2017. Designing the social internet of things. In Proceedings of the 2017 CHI Conference Extended Abstracts on Human Factors in Computing Systems. 617–623.

Benjamin Stokes, Hazel Arroyo, Mitchell Loewen, Tambra Stevenson, and Chris J Karr. 2020. A Playful City in the Cards: Sharing Power in Game Design by Extending the Card Metaphor. In Extended Abstracts of the 2020 Annual Symposium on Computer-Human Interaction in Play. 375–378.

Chen-Yu Su, Chun-Yi Hsiao, Ren-Guey Lee, and Jyh-Horng Chen. 2016. TaoBall: An interactive IoT ball design for rehabilitation. In 2016 IEEE 6th International Conference on Consumer Electronics-Berlin (ICCE-Berlin). IEEE, 24–27.

Jochen Teizer, Olga Golovina, Stephan Embers, and Mario Wolf. 2020. A serious gaming approach to integrate BIM, IoT, and lean construction in construction education. In Construction Research Congress 2020: Project Management and Controls, Materials, and Contracts. American Society of Civil Engineers Reston, VA, 21–30.

Jinke D Van Der Laan, Adriaan Heino, and Dick De Waard. 1997. A simple procedure for the assessment of acceptance of advanced transport telematics. Transportation Research Part C: Emerging Technologies 5, 1 (1997), 1–10.

Effy Vayena. 2021. Ethical issues with using Internet of Things devices in citizen science research: a scoping review. Journal of Medical Ethics 60, 2 (2021), 247.

Alicja Winnicka, Karolina Kęsik, Dawid Połap, Marcin Woźniak, and Zbigniew Marszałek. 2019. A multi-agent gamification system for managing smart homes. Sensors 19, 5 (2019), 1249.

Bin Wu, Zhen Yang, Xinyang Wu, and Yuqing Chen. 2020. 3D Printing Intelligent Soccer Robot Match System. In 2020 Chinese Automation Congress (CAC). IEEE, 6013–6017.

Ruowei Xiao, Zhanwei Wu, and Juho Hamari. 2021. Internet-of-Gamification: A Review of Literature on IoT-enabled Gamification for User Engagement. International Journal of Human–Computer Interaction (2021), 1–25.

Kaja Fjørtoft Ystgaard, Luigi Atzori, David Palma, Poul Einar Heegaard, Lene Elisabeth Bertheussen, Magnus Rom Jensen, and Katrien De Moor. 2023. Review of the theory, principles, and design requirements of human-centric Internet of Things (IoT). Journal of Ambient Intelligence and Humanized Computing 14, 3 (2023), 2827–2859.
Publicado
16/10/2023
Como Citar

Selecione um Formato
CARNEIRO, Nayana; NUNES, Caio; RAULINO, Natã; GOMES, Igor; ANDRADE, Rossana; DARIN, Ticianne. IoT Games and Gamified Systems: Summertime Sadness or Lust for Hype?. In: SIMPÓSIO BRASILEIRO SOBRE FATORES HUMANOS EM SISTEMAS COMPUTACIONAIS (IHC), 22. , 2023, Maceió/AL. Anais [...]. Porto Alegre: Sociedade Brasileira de Computação, 2023 .