The Culture of Gamification

(excepted from current study by Alex Layne and Cody Reimer)

Implementation in theory

Design which meshes well with pedagogies (improved feedback delivery, transparency, etc. [Nicholson]) Mechanics that simplifies pedagogy (badges [anton, churchill], leaderboards, etc.); does not make learning more engaging, but rather is attempting to “trick” the user into doing something mundane (skinner box & workification of games); (Really shitty/good example of how peeps can do gamification wrong) http://blog.tophatmonocle.com/2012/07/4-ways-to-gamify-learning-in-your-classroom/

Implementation in practice

Encourages explicit instructions and quick feedback panoptic control necessary to monitor and record progress to keep rewards/incentives up-to-date

History

Provides concrete ways to implement Gee’s more theoretical ideas about critical learning strategies; and also ties into Huizinga’s emphasis on games as important cultural cornerstones Marketing holdovers (token economies, incentivization, etc.) which devalues the lessons in favor of intangible value objects

Social

Possibly allows for networking to things outside of the classroom (per gamification.org’s definition) Emphasis on breeding competition (which engagement scholar Banduras has demonstrated is detrimental)

Studies/Scholarship

blackmon; lee sheldon (progressive rather than punitive); dominguez et al.; smith-robbins; bennett; zichermann; danforth; lee & hammer (needs nuancing) muntean; macmillan (marketing websites)

 

 

Gamification VS Games and Learning Bibliography

  • Aldrich, Clark. Learning by Doing.

  • Alexander, Jonathan and Elizabeth Losh. “Whose Literacy Is It Anyway?: Examining a First-Year Approach to Gaming Across Curricula.” http://currents.dwrl.utexas.edu/FIP/intro.html

  • Antin, Judd and Elizabeth Churchill. “Badges in Social Media: A Social Psychological Perspective.” CHI 2011 Vancouver, CA. Retrieved from http://gamification-research.org/chi2011/papers/

  • Bogost, I. (2006). Unit Operations: An Approach to Videogame Criticism. Cambridge, MA: MIT Press.

  • —. Persuasive Games.

  • —. (2011, May 3). Persuasive Games: Exploitationware. Retrieved from gamasutra.com.

  • Begy, Jason and Mia Consalvo. “Achievements, Motivations and Rewards in Faunasphere.” http://gamestudies.org/1101/articles/begy_consalvo

  • Bennett, Tom. “Game Over: the perils of Gamifying the classroom.” The Behaviour Guru. 9 Jan 2011. Accessed 8 Feb 2011.

  • Bowman, R. F. (1982). A Pac-Man theory of motivation. Tactical implications for classroom instruction. Educational Technology, 22(9), 14–17.

  • Chapin, Angelina. “THE FUTURE IS A VIDEOGAME.” Canadian Business 84.4. 14 March 2011.

  • Chatfield, Tom. Fun Inc.

  • Cheung, Gifford. Consciousness in Gameplay. CHI 2011 Vancouver, CA. Retrieved from http://gamification-research.org/chi2011/papers/

  • Csikszentmihalyi, M. (2008). Flow: The psychology of optimal experience. New York: HarperCollins.

  • Danforth, Liz. “Gamification and Libraries”

  • Dawes, R.M., Van De Kragt, A.J., and Orbell, J.M. Not me or thee but we: The importance of group identity in eliciting cooperation in dilemma situations: Experimental manipulations. Acta Psychologica 68, 1-3 (1988), 83-97.

  • deWinter, Jennifer, Daniel Griffin, Ken S. McAllister, Ryan M. Moeller, and Judd Ethan Ruggill. “Computer Games Across the Curriculum: A Critical Review of an Emerging Techno-Pedagogy.” http://currents.cwrl.utexas.edu/2010/dewinter_et_al_computer-games-across-the-curriculum

  • Domínguez, Adrián, Joseba Saenz-de-Navarrete, Luis de-Marcos, Luis Fernández-Sanz, Carmen Pagés, José-Javier Martínez-Herráiz. “Gamifying learning experiences: Practical implications and outcomes.” Computers & Education. 63. 2013.

  • Fernández-Alemán, J. L., Palmer-Brown, D., & Jayne, C. (2011). Effects of response-driven feedback in computer science learning. IEEE Transactions on Education, 54, 501–508.

  • Fisher, Len. Rock, Paper, Scissors: Game Theory in Everyday Life.

  • Gåsland, M. (2011). Game mechanic based e-learning. Science And Technology, Master Thesis (June 2011). Available at: http://ntnu.diva-portal.org/smash/get/diva2:441760/

  • Gazzard, Alison. “Unlocking the Gameworld: The Rewards of Space and Time in Videogames.” http://gamestudies.org/1101/articles/gazzard_alison

  • Hoag, Trevor and Tekla Schell. “The Avatar that therefore I Am (Following).” http://currents.cwrl.utexas.edu/2010/hoag_schell_the-avatar-that-therefore-i-am-following

  • Huizinga, J. (1950). Homo Ludens. Boston: Beacon Press.

  • Jakobsson, Mikael. “The Achievement Machine: Understanding Xbox 360 Achievements in Gaming Practices.” http://gamestudies.org/1101/articles/jakobsson

  • Kapp, K. M. (2012). The gamification of learning and instruction. San Francisco: Wiley.

  • Ke, E. (2009). A qualitative meta-analysis of computer games as learning tools. In R. E. Ferdig (Ed.), Effective electronic gaming in education (pp. 1–32). Hershey: Information Science Reference.

  • Keramidas, Kimon. “What Games Have to Teach Us about Teaching and Learning: Game Design as a Model for Course and Curricular Development.” [http://currents.cwrl.utexas.edu/2010/keramidas_what-games-have-to-teach-us-about-teaching-and-learning]

  • King, Matt. “Procedural Rhetorics – Rhetoric’s Procedures: Rhetorical Peaks and What It Means to Win the Game.” http://currents.cwrl.utexas.edu/2010/king_procedural_rhetorics_rhetorics_procedures

  • Layne, A. (2011, April 10). Gaming the System in a System of Gaming: The Inherent Nature of Games in Pedagogy. Retrieved from nymgamer.com

  • Lee, J. J. & Hammer, J. (2011). Gamification in education: What, how, why bother? Academic Exchange Quarterly, 15(2).

  • Lieberman, Max. “Four Ways to Teach with Video Games.” http://currents.cwrl.utexas.edu/2010/lieberman_four-ways-to-teach-with-video-games

  • MacMillan, Douglas. “Creating Web Addicts For $10,000 a Month.” Bloomberg Businessweek, 1/24/11.   Issue 4213, p35-36, 2p.

  • Malone, T.W. (1980). What makes things fun to learn? Heuristics for designing instructional computer games. In Proceedings of the 3rd ACM SIGSMALL symposium and the first SIGPC symposium on Small systems – SIGSMALL ’80 (pp. 162–169). New York, New York, USA: ACM Press.

  • McGonigal, Jane. Reality is Broken.

  • Medler, Ben. “Player Dossiers: Analyzing Gameplay Data as a Reward.” http://gamestudies.org/1101/articles/medler

  • Moore, Christopher. “Hats of Affect: A Study of Affect, Achievements, and Hats in Team Fortress 2” http://gamestudies.org/1101/articles/moore

  • Morton, Keith. “Machinima-to-Learn: From Salvation to Intervention.” http://currents.cwrl.utexas.edu/2010/morton_machinima-to-learn

  • Muntean, Cristina Ioana. “Raising engagement in e-learning through gamification.” Proc. 6th International Conference on Virtual Learning ICVL. 2011.

  • Nicholson, S. (2012). A user-Centered theoretical framework for meaningful gamification GamesþLearningþSociety 8.0. Available at: http://scottnicholson.com/pubs/meaningfulframework.pdf Accessed 08.10.12.

  • Prensky, Marc. Digital Game-Based Learning.

  • Reed, Scott. “Stings and Scalpels: Emotional Rhetorics Meet Videogame Aesthetics.” http://currents.cwrl.utexas.edu/2010/reed_stings-and-scalpels

  • Robertson, M. (2010, Oct. 6). Can’t play, won’t play. Retrieved from hideandseek.net

  • Schell, J. (2010). Design Outside the Box. Retrieved from gamification.org

  • —. The Art of Game Design.

  • Sheldon, Lee. “T366 Multiplayer Game Design Post Mortem.” http://gamingtheclassroom.wordpress.com/t366-multiplayer-game-design-post-mortem/

  • Smith-Robbins, Sarah. “‘This Game Sucks’: How to Improve the Gamification of Education.” EDUCAUSE Review, vol. 46, no. 1 (January/February 2011)

  • Waggoner, Zachary. “Life in Morrowind: Identity, Video Games, and First-Year Composition.” http://currents.cwrl.utexas.edu/2010/waggoner_life-in-morrowind

  • Williams, Paul, Keith V. Nesbitt, Ami Eidels, David Elliott. “Balancing Risk and Reward to Develop an Optimal Hot-Hand Game.” http://gamestudies.org/1101/articles/williams_nesbitt_eidels_elliott

  • Wilson, Douglas. “Brutally Unfair Tactics Totally OK Now: On Self-Effacing Games and Unachievements.” http://gamestudies.org/1101/articles/wilson

  • Yee, Nick. “Motivations for Play in Online Games.” Rapid Communication 9.6 (2006)