Gamification in Open Design: Supporting the Choice of Context-Appropriate Gamification Elements
Resumo
Context: Open Design proposes a model of collaborative and voluntary work with full and free access to information, to the construction process and to the product resulting from the work. Open Design projects are dependent on the engagement of their participants, needing approaches that support engagement. Gamification uses game elements to induce positive behavior in people promoting motivation and engagement in specific tasks. Problem: However, due to the complexity of Open Design, it is not trivial to identify which gamification elements and strategies can be successfully used to engage people. The use of gamification without observing the relationship between the elements of gamification and the Open Design context can bring unwanted results in relation to the goals of gamification. Methodology: In this article, we present the cataloging of 105 gamification elements identified in the literature and a process to support gamification in Open Design. Theory of IS: The process and catalog were built taking into account the Self Determination Theory and the 5W2H conceptual framework that supports the gamification design. The Process and Catalog were experimented in a case study with 11 participants and evaluated with a questionnaire based on the Technology Acceptance Model. Summary of Results: The results of the case study indicated the feasibility and acceptance of the catalog and process by the participants, and revealed points for improvement, especially in terms of ease of use. Contributions and Impact in the IS area: The Process and the Catalog are promising in supporting the planning of gamification in Open Design, especially in providing designers with tools to understand the context to be gamified and to select suitable gamification strategies and elements.
Palavras-chave:
Open Design, Gamification, Process, Catalog
Referências
Tanja Aitamurto, Dónal Holland, Sofia Hussain, et al. 2013. Three layers of openness in design: Examining the open paradigm in design research. In DS 75-1: Proceedings of the 19th International Conference on Engineering Design (ICED13), Design for Harmonies, Vol. 1: Design Processes, Seoul, Korea, 19-22.08. 2013. 179–190.
Johan Baldeón, Maite López-Sánchez, Inmaculada Rodriguez, and Anna Puig. 2016. Gamification Design Framework to Support Multi-Agent Systems Theory Classes. In Advances in Social Computing and Digital Education. Springer, 136–155.
John M Carroll. 2003. Making use: scenario-based design of human-computer interactions. MIT press.
Deogenes P da Silva Jr, Emerson André Fedechen, Maria Cecília Calani Baranauskas, and Roberto Pereira. 2019. Open design: a systematic mapping. In Proceedings of the 18th Brazilian Symposium on Human Factors in Computing Systems. 1–11.
Ali Darejeh and Siti Salwah Salim. 2016. Gamification solutions to enhance software user engagement—a systematic review. International Journal of Human-Computer Interaction 32, 8(2016), 613–642.
Fred D Davis. 1989. Perceived usefulness, perceived ease of use, and user acceptance of information technology. MIS quarterly (1989), 319–340.
Sebastian Deterding, Dan Dixon, Rilla Khaled, and Lennart Nacke. 2011. From game design elements to gamefulness: defining” gamification”. In Proceedings of the 15th international academic MindTrek conference: Envisioning future media environments. 9–15.
Robin Hunicke, Marc LeBlanc, and Robert Zubek. 2004. MDA: A formal approach to game design and game research. In Proceedings of the AAAI Workshop on Challenges in Game AI, Vol. 4. San Jose, CA, 1722.
Dan Hunter and Kevin Werbach. 2012. For the win. Wharton digital press.
Stavroula Karra, Vasiliki Karampa, and Foteini Paraskeva. 2019. Gamification design framework based on self determination theory for adult motivation. In International Workshop on Learning Technology for Education in Cloud. Springer, 67–78.
Ana Carolina Tomé Klock, Isabela Gasparini, and Marcelo Soares Pimenta. 2016. 5W2H Framework: a guide to design, develop and evaluate the user-centered gamification. In Proceedings of the 15th Brazilian Symposium on Human Factors in Computing Systems. 1–10.
Jiyoung Lee, Jihyo Kim, Kyoungwon Seo, Seunghwan Roh, Changho Jung, Hyunwoo Lee, Jongho Shin, Gyunghyun Choi, and Hokyoung Ryu. 2016. A case study in an automotive assembly line: exploring the design framework for manufacturing gamification. In Advances in ergonomics of manufacturing: Managing the enterprise of the future. Springer, 305–317.
Levine, Sheen, Prietula, and Michael. 2012. Open source, open innovation, open communities: What drives the performance of ”open”?. In Academy of Management 2012 Annual Meeting, AOM 2012. 515–520.
Maria da Graça Portela Lisbôaand Leoni Pentiado Godoy. 2012. Aplicação do método 5W2H no processo produtivo do produto: a joia. Iberoamerican Journal of Industrial Engineering 4, 7(2012), 32–47.
Cathie Marache-Francisco and Eric Brangier. 2013. Process of gamification. Proceedings of the 6th Centric(2013), 126–131.
Rita Marques, Gonçalo Costa, Miguel Mira da Silva, Daniel Gonçalves, and Pedro Gonçalves. 2020. A gamification solution for improving Scrum adoption. Empirical Software Engineering 25, 4 (2020), 2583–2629.
Tiago Pedroso, Elsa Cardoso, Francisco Rações, Artur Baptista, and José Barateiro. 2019. Learning Scorecard Gamification: application of the MDA framework. In Information Systems for Industry 4.0. Springer, 29–46.
Rafidah Ab Rahman, Sabrina Ahmad, and Ummi Rabaah Hashim. 2018. The effectiveness of gamification technique for higher education students engagement in polytechnic Muadzam Shah Pahang, Malaysia. International Journal of Educational Technology in Higher Education 15, 1(2018), 1–16.
Manuel Rodrigues, Vasco Monteiro, Bruno Fernandes, Fábio Silva, Cesar Analide, and Ricardo Santos. 2020. A gamification framework for getting residents closer to public institutions. Journal of Ambient Intelligence and Humanized Computing 11, 11(2020), 4569–4581.
Richard M Ryan and Edward L Deci. 2017. Self-determination theory: Basic psychological needs in motivation, development, and wellness. Guilford Publications.
Katie Seaborn and Deborah I Fels. 2015. Gamification in theory and action: A survey. International Journal of human-computer studies 74 (2015), 14–31.
Kevin Werbach and Dan Hunter. 2012. For the win: How game thinking can revolutionize your business. Wharton digital press.
Johan Baldeón, Maite López-Sánchez, Inmaculada Rodriguez, and Anna Puig. 2016. Gamification Design Framework to Support Multi-Agent Systems Theory Classes. In Advances in Social Computing and Digital Education. Springer, 136–155.
John M Carroll. 2003. Making use: scenario-based design of human-computer interactions. MIT press.
Deogenes P da Silva Jr, Emerson André Fedechen, Maria Cecília Calani Baranauskas, and Roberto Pereira. 2019. Open design: a systematic mapping. In Proceedings of the 18th Brazilian Symposium on Human Factors in Computing Systems. 1–11.
Ali Darejeh and Siti Salwah Salim. 2016. Gamification solutions to enhance software user engagement—a systematic review. International Journal of Human-Computer Interaction 32, 8(2016), 613–642.
Fred D Davis. 1989. Perceived usefulness, perceived ease of use, and user acceptance of information technology. MIS quarterly (1989), 319–340.
Sebastian Deterding, Dan Dixon, Rilla Khaled, and Lennart Nacke. 2011. From game design elements to gamefulness: defining” gamification”. In Proceedings of the 15th international academic MindTrek conference: Envisioning future media environments. 9–15.
Robin Hunicke, Marc LeBlanc, and Robert Zubek. 2004. MDA: A formal approach to game design and game research. In Proceedings of the AAAI Workshop on Challenges in Game AI, Vol. 4. San Jose, CA, 1722.
Dan Hunter and Kevin Werbach. 2012. For the win. Wharton digital press.
Stavroula Karra, Vasiliki Karampa, and Foteini Paraskeva. 2019. Gamification design framework based on self determination theory for adult motivation. In International Workshop on Learning Technology for Education in Cloud. Springer, 67–78.
Ana Carolina Tomé Klock, Isabela Gasparini, and Marcelo Soares Pimenta. 2016. 5W2H Framework: a guide to design, develop and evaluate the user-centered gamification. In Proceedings of the 15th Brazilian Symposium on Human Factors in Computing Systems. 1–10.
Jiyoung Lee, Jihyo Kim, Kyoungwon Seo, Seunghwan Roh, Changho Jung, Hyunwoo Lee, Jongho Shin, Gyunghyun Choi, and Hokyoung Ryu. 2016. A case study in an automotive assembly line: exploring the design framework for manufacturing gamification. In Advances in ergonomics of manufacturing: Managing the enterprise of the future. Springer, 305–317.
Levine, Sheen, Prietula, and Michael. 2012. Open source, open innovation, open communities: What drives the performance of ”open”?. In Academy of Management 2012 Annual Meeting, AOM 2012. 515–520.
Maria da Graça Portela Lisbôaand Leoni Pentiado Godoy. 2012. Aplicação do método 5W2H no processo produtivo do produto: a joia. Iberoamerican Journal of Industrial Engineering 4, 7(2012), 32–47.
Cathie Marache-Francisco and Eric Brangier. 2013. Process of gamification. Proceedings of the 6th Centric(2013), 126–131.
Rita Marques, Gonçalo Costa, Miguel Mira da Silva, Daniel Gonçalves, and Pedro Gonçalves. 2020. A gamification solution for improving Scrum adoption. Empirical Software Engineering 25, 4 (2020), 2583–2629.
Tiago Pedroso, Elsa Cardoso, Francisco Rações, Artur Baptista, and José Barateiro. 2019. Learning Scorecard Gamification: application of the MDA framework. In Information Systems for Industry 4.0. Springer, 29–46.
Rafidah Ab Rahman, Sabrina Ahmad, and Ummi Rabaah Hashim. 2018. The effectiveness of gamification technique for higher education students engagement in polytechnic Muadzam Shah Pahang, Malaysia. International Journal of Educational Technology in Higher Education 15, 1(2018), 1–16.
Manuel Rodrigues, Vasco Monteiro, Bruno Fernandes, Fábio Silva, Cesar Analide, and Ricardo Santos. 2020. A gamification framework for getting residents closer to public institutions. Journal of Ambient Intelligence and Humanized Computing 11, 11(2020), 4569–4581.
Richard M Ryan and Edward L Deci. 2017. Self-determination theory: Basic psychological needs in motivation, development, and wellness. Guilford Publications.
Katie Seaborn and Deborah I Fels. 2015. Gamification in theory and action: A survey. International Journal of human-computer studies 74 (2015), 14–31.
Kevin Werbach and Dan Hunter. 2012. For the win: How game thinking can revolutionize your business. Wharton digital press.
Publicado
16/05/2022
Como Citar
FEDECHEN, Emerson André; SILVA JUNIOR, Deógenes; PEREIRA, Roberto.
Gamification in Open Design: Supporting the Choice of Context-Appropriate Gamification Elements. In: SIMPÓSIO BRASILEIRO DE SISTEMAS DE INFORMAÇÃO (SBSI), 18. , 2022, Curitiba.
Anais [...].
Porto Alegre: Sociedade Brasileira de Computação,
2022
.