Inicio  /  Informatics  /  Vol: 6 Par: 4 (2019)  /  Artículo
ARTÍCULO
TITULO

A Guide for Game-Design-Based Gamification

Francisco J. Gallego-Durán    
Carlos J. Villagrá-Arnedo    
Rosana Satorre-Cuerda    
Patricia Compañ-Rosique    
Rafael Molina-Carmona and Faraón Llorens-Largo    

Resumen

Many researchers consider Gamification as a powerful way to improve education. Many studies show improvements with respect to traditional methodologies. Several educational strategies have also been combined with Gamification with interesting results. Interest is growing and evidence suggest Gamification has a promising future. However, there is a barrier preventing many researchers from properly understanding Gamification principles. Gamification focuses of engaging trainees in learning with same intensity that games engage players on playing. But only some very well designed games achieve this level of engagement. Designing truly entertaining games is a difficult task with a great artistic component. Although some studies have tried to clarify how Game Design produces fun, there is no scientific consensus. Well established knowledge on Game Design resides in sets of rules of thumb and good practices, based on empirical experience. Game industry professionals acquire this experience through practice. Most educators and researchers often overlook the need for such experience to successfully design Gamification. And so, many research papers focus on single game-elements like points, present non-gaming activities like questionnaires, design non-engaging activities or fail to comprehend the underlying principles on why their designs do not yield expected results. This work presents a rubric for educators and researchers to start working in Gamification without previous experience in Game Design. This rubric decomposes the continuous space of Game Design into a set of ten discrete characteristics. It is aimed at diminishing the entry barrier and helping to acquire initial experience with Game Design fundamentals. The main proposed uses are twofold: to analyse existing games or gamified activities gaining a better understanding of their strengths and weaknesses and to help in the design or improvement of activities. Focus is on Game Design characteristics rather than game elements, similarly to professional game designers. The goal is to help gaining experience towards designing successful Gamification environments. Presented rubric is based on our previous design experience, compared and contrasted with literature, and empirically tested with some example games and gamified activities.

Palabras claves

 Artículos similares

       
 
Fares Abu-Abed and Sergey Zhironkin    
Currently, the gamification of virtual reality for training miners, especially for emergencies, and designing the extraction of minerals in difficult technological conditions has been embodied in the Virtual Mine software and hardware. From a software de... ver más
Revista: Applied Sciences

 
Rubén Camacho-Sánchez, Aaron Rillo-Albert and Pere Lavega-Burgués    
Digital game-based learning (DGBL) and Gamification are emerging methodological strategies in education. This research aims to analyze the effects on academic performance and motivation after an experience combining DGBL and Gamification in university st... ver más
Revista: Applied Sciences

 
Evgeniy Zaripov,Sergey Plotnikov     Pág. 53 - 61
To date, only the lazy do not talk about gamification. In the era of digitalization, the use of information technology in education is an integral part of education. But it is difficult to stay motivated during training. Gamification has every reason to ... ver más

 
Yongyan Guo, Tongyao Yuan and Siyu Yue    
The use of gamification elements in health apps has been shown to promote healthy behaviors. However, one-size-fits-all gamification strategy does not have the best persuasive effect. Therefore, the aim of this paper was to determine how to select person... ver más
Revista: Applied Sciences

 
Inmaculada Rodríguez, Anna Puig and Àlex Rodríguez    
The design of gamified experiences following the one-fits-all approach uses the same game elements for all users participating in the experience. The alternative is adaptive gamification, which considers that users have different playing motivations. Som... ver más
Revista: Applied Sciences