Fictional game elements: Critical perspectives on gamification design

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Date
2016-10-15
Authors
Rapp, Amon
Cena, Federica
Hopfgartner, Frank
Hamari, Juho
Linehan, Conor
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Association for Computing Machinery (ACM)
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Abstract
Gamification has been widely accepted in the HCI community in the last few years. However, the current debate is focused on its short-term consequences, such as effectiveness and usefulness, while its side-effects, long-term criticalities and systemic impacts are rarely raised. This workshop will explore the gamification design space from a critical perspective, by using design fictions to help researchers reflect on the long-term consequences of their designs.
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Keywords
Gamification , Critical design , Design fiction
Citation
Rapp, A., Cena, F., Hopfgartner, F., Hamari, J. and Linehan, C. (2016) 'Fictional game elements: Critical perspectives on gamification design', CHI PLAY Companion '16: Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play, pp. 373–377. doi: 10.1145/2968120.2968125
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© 2016, the Authors. This is the author's version of the work. It is posted here for your personal use. Not for redistribution. The definitive Version of Record was published in CHI PLAY Companion '16: Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play, https://dl.acm.org/doi/10.1145/2968120.2968125