Gamification. using game-design elements in non-gaming contexts
CHI '11 Extended Abstracts on Human Factors in Computing Systems
HALO (highly addictive, socially optimized) software engineering
Proceedings of the 1st International Workshop on Games and Software Engineering
An analysis of social gaming networks in online and face to face bridge communities
Proceedings of the third international workshop on Large-scale system and application performance
Secret ninja testing with HALO software engineering
Proceedings of the 4th international workshop on Social software engineering
Exploring micro-incentive strategies for participant compensation in high-burden studies
Proceedings of the 13th international conference on Ubiquitous computing
Crowdsourced knowledge: peril and promise for conceptual structures research
ICCS'11 Proceedings of the 19th international conference on Conceptual structures for discovering knowledge
Design for Engaging Experience and Social Interaction
Simulation and Gaming
Measuring distributed affect in collaborative games
Proceedings of the ACM 2012 conference on Computer Supported Cooperative Work Companion
Dotastic: achieving goals by socializing tasks
Proceedings of the ACM 2012 conference on Computer Supported Cooperative Work Companion
From game design elements to gamefulness: defining "gamification"
Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments
Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments
Spatial presence and perceived reality as predictors of motion-based video game enjoyment
Presence: Teleoperators and Virtual Environments
Ubiquitous framework for creating and evaluating persuasive applications and games
GPC'11 Proceedings of the 6th international conference on Grid and Pervasive Computing
Insights into learning offered by the dispositions of second-generation "Newbie" gamers
GLS'11 Proceedings of the 7th international conference on Games + Learning + Society Conference
Playable character: extending digital games into the real world
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Martian boneyards: can a community of players be a community of practice?
CHI '12 Extended Abstracts on Human Factors in Computing Systems
Why simulate? hybrid biological-digital games
EvoApplications'12 Proceedings of the 2012t European conference on Applications of Evolutionary Computation
Designing pervasive health games for sustainability, adaptability and sociability
Proceedings of the International Conference on the Foundations of Digital Games
Purposeful by design?: a serious game design assessment framework
Proceedings of the International Conference on the Foundations of Digital Games
Motivational game design patterns of 'ville games
Proceedings of the International Conference on the Foundations of Digital Games
Proceedings of the 4th ACM SIGCHI symposium on Engineering interactive computing systems
Leveraging gamification in demand dispatch systems
Proceedings of the 2012 Joint EDBT/ICDT Workshops
Research Methodology in Gaming: An Overview
Simulation and Gaming
Quality through flow and immersion: gamifying crowdsourced relevance assessments
SIGIR '12 Proceedings of the 35th international ACM SIGIR conference on Research and development in information retrieval
Analysis and application of gamification
Proceedings of the 13th International Conference on Interacción Persona-Ordenador
Proceedings of the 14th international ACM SIGACCESS conference on Computers and accessibility
Defining gamification: a service marketing perspective
Proceeding of the 16th International Academic MindTrek Conference
Playing in the wild: enhancing user engagement in field evaluation methods
Proceeding of the 16th International Academic MindTrek Conference
Mobile communication, gamification and ludification
Proceeding of the 16th International Academic MindTrek Conference
When a video game transforms to mobile phone controlled team experience
Proceeding of the 16th International Academic MindTrek Conference
Edutainment'12/GameDays'12 Proceedings of the 7th international conference on Edutainment, and Proceedings of the 3rd international conference on E-Learning and Games for Training, Education, Health and Sports
Health games: taxonomy analysis and multiplayer design suggestions
SGDA'12 Proceedings of the Third international conference on Serious Games Development and Applications
A social gamification framework for a K-6 learning platform
Computers in Human Behavior
Creating scalable location-based games: lessons from Geocaching
Personal and Ubiquitous Computing
Life's a game and the game of life: how making a game out of it can change student behavior
Proceeding of the 44th ACM technical symposium on Computer science education
Workifying games: successfully engaging african american gamers with computer science
Proceeding of the 44th ACM technical symposium on Computer science education
A sense of self: The role of presence in virtual environments
Computers in Human Behavior
Disassembling gamification: the effects of points and meaning on user motivation and performance
CHI '13 Extended Abstracts on Human Factors in Computing Systems
CHI '13 Extended Abstracts on Human Factors in Computing Systems
CHI and the future robot enslavement of humankind: a retrospective
CHI '13 Extended Abstracts on Human Factors in Computing Systems
Control your game-self: effects of controller type on enjoyment, motivation, and personality in game
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Human centered game design for bioinformatics and cyberinfrastructure learning
Proceedings of the Conference on Extreme Science and Engineering Discovery Environment: Gateway to Discovery
Playing for real: designing alternate reality games for teenagers in learning contexts
Proceedings of the 12th International Conference on Interaction Design and Children
Communications of the ACM
Understanding gamification mechanisms for software development
Proceedings of the 2013 9th Joint Meeting on Foundations of Software Engineering
Gamification in Instruction and the Management of Intersubjectivity in Online University Courses
International Journal of Web Portals
The Un/Acceptability of Virtual Moral Practices: An Empirical and Ethical Inquiry
International Journal of Web Portals
International Journal of Game-Based Learning
An exploration of the professional development potential of living world games
Proceedings of the 31st ACM international conference on Design of communication
Gameful design in the automotive domain: review, outlook and challenges
Proceedings of the 5th International Conference on Automotive User Interfaces and Interactive Vehicular Applications
Using a Ludic Simulation to Make Learning of Middle School Space Science Fun
International Journal of Gaming and Computer-Mediated Simulations
Digital Play: Mathematical Simulations Transforming Curiosity into Play
International Journal of Gaming and Computer-Mediated Simulations
Alternate reality games for computer science education
Proceedings of the 13th Koli Calling International Conference on Computing Education Research
Case study: identifying gamification opportunities in sales applications
DUXU'13 Proceedings of the Second international conference on Design, User Experience, and Usability: health, learning, playing, cultural, and cross-cultural user experience - Volume Part II
Applying gamification in customer service application to improve agents' efficiency and satisfaction
DUXU'13 Proceedings of the Second international conference on Design, User Experience, and Usability: health, learning, playing, cultural, and cross-cultural user experience - Volume Part II
Augmenting Yu-Gi-Oh! trading card game as persuasive transmedia storytelling
DUXU'13 Proceedings of the Second international conference on Design, User Experience, and Usability: health, learning, playing, cultural, and cross-cultural user experience - Volume Part II
Gamification of education using computer games
HCI'13 Proceedings of the 15th international conference on Human Interface and the Management of Information: information and interaction for learning, culture, collaboration and business - Volume Part III
Diverse player experiences in the design of science games for bioinformatics learning
Proceedings of the 2013 Chilean Conference on Human - Computer Interaction
Being chased by zombies!: understanding the experience of mixed reality quests
Proceedings of the 25th Australian Computer-Human Interaction Conference: Augmentation, Application, Innovation, Collaboration
GaML - A Modeling Language for Gamification
UCC '13 Proceedings of the 2013 IEEE/ACM 6th International Conference on Utility and Cloud Computing
How I Became Addicted to Simulations and Games
Simulation and Gaming
Hi-index | 0.02 |
Practical Advice for Gamers by Jane McGonigal Reality is Broken explains the science behind why games are good for us--why they make us happier, more creative, more resilient, and better able to lead others in world-changing efforts. But some games are better for us than others, and there is too much of a good thing. Here are a few secrets that arent in the book to help you (or the gamer in your life) get the most positive impact from playing games. This practical advice--5 key quidelines, plus 2 quick rules--is scientifically backed, and it can be summed up in a single sentence: Play games you enjoy no more than 21 hours a week; face-to-face with friends and family as often as you can; and in co-operative or creator modes whenever possible. 1. Dont play more than 21 hours a week. Studies show that games benefit us mentally and emotionally when we play up to 3 hours a day, or 21 hours a week. (In extremely stressful circumstances--such as serving in the military during war-time--research shows that gamers can benefit from as many as 28 hours a week.) But for virtually everyone else, whenever you play more than 21 hours a week, the benefits of gaming start to decline sharply. By the time youre spending 40 hours or more a week playing games, the psychological benefits of playing games have disappeared entirely--and are replaced with negative impacts on your physical health, relationships, and real-life goals. So always strive to keep your gaming in the sweet spot: 721 hours a week. 2. Playing with real-life friends and family is better than playing alone all the time, or with strangers. Gaming strengthens your social bonds and builds trust, two key factors in any positive relationship. And the more positive relationships you have in real life, the happier, healthier and more successful you are. You can get mental and emotional benefits from single-player games, or by playing with strangers online--but to really unlock the power of games, its important to play them with people you really know and like as often as possible. A handy rule-of-thumb: try to make half of your gaming social. If you play 10 hours a week, try to play face-to-face with real-life friends or family for at least 5 of those hours. (And if youre not a gamer yourself--but you have a family member who plays games all the time, it would do you both good to play together--even if you think you dont like games!) 3. Playing face-to-face with friends and family beats playing with them online. If youre in the same physical space, youll supercharge both the positive emotional impacts and the social bonding. Many of the benefits of games are derived from the way they make us feel--and all positive emotions are heightened by face-to-face interaction. Plus, research shows that social ties are strengthened much more when we play games in the same room than when we play games together online. Multi-player games are great for this. But single-player works too! You can get all the same benefits by taking turns at a single-player game, helping and cheering each other on. 4. Cooperative gameplay, overall, has more benefits than competitive gameplay. Studies show that cooperative gameplay lifts our mood longer, and strengthens our friendships more, than competing against each other. Cooperative gameplay also makes us more likely to help someone in real life, and better collaborators at work--boosting our real-world likeability and chances for success. Competition has its place, too, of course--we learn to trust others more when we compete against them. But if we spend all our time competing with others, we miss out on the special benefits of co-op play. So when youre gaming with others, be sure to check to see if there are co-op missions or a co-op mode available. An hour of co-op a week goes a long way. (Find great co-op games for every platform, and a family-friendly list too, at Co-Optimus, the best online resource for co-op gaming.) 5. Creative games have special positive impacts. Many games encourage or even require players to design and create as part of the gameplay process--for example: Spore, Little Big Planet, and Minecraft; the Halo level designer and the Guitar Hero song creator. These games have been shown to build up players sense of creative agency--and they make us more likely to create something outside of the game. If you want to really build up your own creative powers, creative games are a great place to start. Of course, you can always take the next creative step--and start making your own games. If youve never made a game, its easier than you think--and there are some great books to help you get started. 2 Other Important Rules: * You can get all of the benefits of a good game without realistic violence--you (or your kids) dont have to play games with guns or gore. If you feel strongly about violence, look to games in other genres--theres no shortage of amazing sports, music, racing, puzzle, role-playing, casual, strategy and adventure games. *Any game that makes you feel bad is no longer a good game for you to play. This should be obvious, but sometimes we get so caught up in our games that we forget theyre supposed to be fun. If you find yourself feeling really upset when you lose a game, or if youre fighting with friends or strangers when you play--youre too invested. Switch to a different game for a while, a game that has lower stakes for you personally. Or, especially if you play with strangers online, you might find yourself surrounded by other players who say things that make you uncomfortable--or who just generally act like jerks. Their behavior will actually make it harder for you to get the positive benefits of games--so dont waste your time playing with a community that gets you down. Meanwhile, if you start to wonder if youre spending too much time on a particular game maybe youre starting to feel just a tiny bit addicted--keep track of your gaming hours for one week. Make sure they add up to less than 21 hours! And you may want to limit yourself to even fewer for a little while if youre feeling too much gamer regret.