Process of Gamification
Process of Gamification
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Abstract— The trend toward software gamification is toolbox consisting of four elements in section 4. They will
increasingly important. But, it often implies the modification of introduce gamification core-principles, a context analysis
a few simplistic surface elements (colorful aesthetic, guide and user-centered principles (task support, motivation,
personalization, points, badges and leaderboards, etc.) without attractiveness). These principles are illustrated with
actually integrating gamification into the overall design.
definitions, charts and examples. Finally, the authors will
Gamification is often downgraded to interface look and feel
and point systems without questioning design practices. This offer a decision tree to help determine if gamification can
article proposes a design approach focused on gamification. improve a project. They will discuss the quality of this
This user-centered approach aims to identify the factors to be approach by analyzing interface examples that implement
taken into account in gamification design (intention, situation, gamification elements in section 5. In Section 6, the paper is
task, users). The authors introduce a design guide consisting of concluded and future work is described.
a design process and a toolbox. It aims at facilitating effective
gamification design by providing the means to overcome the II. KEYS CONCEPTS RELATED TO GAMIFICATION
difficulties encountered with interaction design process. The notion of the gamification loop developed by Liu et
al. [8] introduces a design process that consists of a
Keywords— Gamification; design process; user-centred design
challenge with winning conditions, a point system, a leader
I. INTRODUCTION board and rewards linked to sub-goal achievements (badges).
The authors also mention the modification of the user’s
The human-technology relationship has evolved social and network status as well as the need for a “game-
dramatically in the last 50 years, as the designers develop like” interface.
systems that are not only usable, but also persuasive and Several authors have emphasized the importance of going
funny. Recently, the term gamification appeared, defined by further than this kind of gamification design. For example,
Deterding et al. [1] as “An informal umbrella term for the Kim [3] explains gamification from a social game designer
use of video game elements in nongaming systems to point of view. She states that adding points, badges and
improve User Experience (UX) and user engagement” (p.2). leader boards is not enough to create a game-like experience
Gamification aims at improving the technology use by because they are only feedback elements. Game design is
applying in non-gaming or professional contexts video game about relying on intrinsic motivation through autonomy,
techniques. Very often, these techniques are based on the mastery and purpose. She insists that we need to understand
concepts of motivation, enjoyment, engagement, the social style of the users and their level of expertise, as
commitment, attractiveness, emotion, etc., which, once well design an engagement loop. She concludes that game
implemented, are expected to improve user and business elements are to be used according to specific user profiles.
performance (e.g., Zichermann and Cunningham [2]; Kim Three more articles can be mentioned for their interesting
[3]). According to Nicholson [4], meaningful gamification contribution to the gamification design definition. Werback
“is the integration of user-centered game design elements and Hunter [6] introduce gamification concepts and provide
into non-game contexts”. a list of gamification elements (dynamics, mechanics and
However, the concepts used are rather vague and components). Gamification design is separated into six steps:
unorganized. Indeed, at the beginning, gamification was “Define business objectives; Delineate target behaviors;
mostly communicated through what Robert called Describe your players; Devise activity cycles; Don’t forget
slideshareatture (live presentation or downloadable slides the fun!; Deploy the appropriate tools”.
[5]). Those practices are evolving (e.g., Werback and Kumar and Herger [7] call gamification design a "Player
Hunter [6]; Kumar and Herger [7]) and, following that Centered Design" that involves five steps: “Know your
trend, the objective of this paper is to brainstorm, rationalize player; Identify the mission; Understand human motivation;
and define a general process for gamification design. Apply mechanics; Manage, monitor and measure”. They
After defining gamification in section 2, the authors will define a template Persona, and game mechanics to be used.
present the gamification process in section 3 followed by a
They also insist on the need for ethical and legal design. For example, observations, interviews,
considerations. questionnaires, diaries, focus groups or personas. The
Finally, Robinson and Bellotti [9] offer a taxonomy creation of gamified interfaces should be based on solidly
defining the gamification elements to be used depending on established, real data, which can be collected directly from
the level of anticipated user commitment. users, or through indirect sources.
As mentioned before, gamification being a quite recent
trend, we have tried to analyze it and contribute to the C. Second step : Iterative Conception
gamification field by developing a design process which can The second phase is about the choice of the gamification
be easily applied by designers, and guide the selection of experience to design for. We select first the elements using
elements based on the context of use of their system. the conception grid (IV – C) and the decision tree (IV – D)
and then plan the evolution of the interaction. Again, the
III. DESIGN PROCESS FOR GAMIFICATION gamification core principles (IV – A) provide additional
elements to consider.
A. Method
Once this is defined, an iterative conception phase takes
This process has been designed based on two studies led place. The concepts are materialized through mockups or
by in Marache-Francisco and Brangier [10, 11]. It comprises prototypes, and tested on representative users until the
an extensive literature review, which aimed at describing system proves to be efficient.
gamification [10], as well as an experiment led on 10
designers [11]; the goal was to identify the dimensions IV. TOOLS BOXES FOR GAMIFICATION: INFORMATION TO
through which gamification design was perceived. BE INTEGRATED INTO THE GAMIFICATION DESIGN PROCESS
Based on this previous work, we have defined the
gamification design process as consisting of two major steps A. Gamification core principles
(Figure 1): context analysis and iterative conception. We The first design tool – the gamification core principles –
have also built several tools to guide the designers through regulates the conception process. It comprises six principles:
gamification processes. We will describe our process and • Freedom of choice (Marache-Francisco and Brangier
relate it to the literature which has led us to that design. [11]): giving the user the freedom to exercise the user’s
own will, for example being allowed to disable
B. First step : Context Analysis functionalities, or to opt out of the gamified system;
One concern is that gamification cannot be efficient if it • Benefits and meaningfulness (Deterding [13]): The
is not designed based on a good understanding of the users gamification influences must be relevant both to the
and the context of use, as Nicholson [4] pointed out. A owners of the system, who expect positive consequences,
context analysis is thus a prerequisite; intentions must be and to the end users themselves. Otherwise, non-
analyzed and considered in the context of the situation, the meaningful elements will either have a bad influence on
task, as well as the user(s) profile(s). The toolbox provides a the perception of the system by the end users or be
context analysis guide to help the designer during that phase ignored by them;
(IV – B). It also provides gamification core principles (IV – • Personalized experience (Nicholson [4]): Different user
A), which are to be considered during all the design phases. profiles can lead to several different designs. This is
The User Centered Design Field comprises several where the added value of gamification comes from,
methods, as described in the ISO/TR 16982 [12], which can through tailored triggers;
be interesting to apply during that first phase of gamification