Computer games are designed to spread fun and entertainment and motivate players to play long term. So it makes sense to use these added values not only in the entertainment industry, but also in other areas, for example in therapy or rehabilitation (see our blog article Little big heroes – supporting children’s patients in therapy with virtual reality). Games have great motivational potential, which could be used particularly well there. But not all people with motor or cognitive impairments can participate in this experience if the so-called “Game Accessibility” is too low. Let me illustrate this with an example.
Thinking Out of the Box
Posts Tagged ‘Gamification’
Reach small and large goals easily and playfully, without being aware of the effort involved. This is a vision that drives researchers and practitioners in various fields of application around the topic of gamification. In this article, I describe how we apply gamification in practice in the Mighty U research project to help children with motor disabilities with therapy.
In the last few years, gamification has increasingly developed into a topic with a strong media presence in the German-speaking world, with which numerous TV reports, newspaper articles and conferences have also been in touch. But Gamification not only received a positive response in the media. We at Centigrade also receive more and more request in the gamification and enterprise gaming area, of which some have already been implemented.
We are confronted with very different kinds of to-dos every day. It is only natural that some of those tasks are more fun than others. Especially less motivating tasks, for example housekeeping, are last on the list: cleaning the coffee machine, tidying up the refrigerator, sorting empty bottles. The preferences and aversions may be individually different but supposedly everyone knows special tasks that he or she does rather reluctantly. Also, in office routine, there are frequent tasks that come up extra to the actual working activities: cleaning up the meeting room, deposing waste batteries (only professionally of course!) or writing a blog article for the company website 😉
What can be done to make such to-dos – as well as the everyday (working) life – more engaging? In this article, I introduce not only known approaches, but also our “in-house” concept that was developed at the Centigrade branch of Mülheim Ruhr.
Hannover Messe 2017 – Enterprises present their new technological miracles: robots that can play the drums, robots that play table tennis, robots that move like animals, 3D printers, VR worlds and AR glasses that combine the digital and physical world. Let us be honest, as visitors of the exhibition, we are, of course, entertained but some might have asked themselves what kind of substantial benefit one or the other exhibit might bring to the daily production routine.
„Our Chancellor always calls on us to be cautious not only doing nice things but rather things that are profitable and productive and this is what we tried to do here.“
– Udo Aull (Managing Director Sale and Marketing at SEW-EURODRIVE)
As User Experience providers, we are always happy to see when companies are more deliberate: our customer SEW Eurodrive portrayed a complete production process at its exhibition booth. From the moment of ordering to the finished product, the visitors could experience what it means when robots are used efficiently and the human machine interaction goes hand in hand.
What seemed to work smoothly and natural at the exhibition booth, took a lot of effort in the setup. The smarter and the more autonomous the robots and computers interact with each other, the more important it is for the human user to maintain an overview of single steps in the production process. In the following, we want to explain how visitors of Hannover Messe were enabled to monitor and operate the production process at the SEW exhibition booth through playful, intuitive and accessible 3D user interfaces.
Lately, I have been asked more frequently, when Gamification will emancipate from its role as a niche topic and reach mainstream. Since mid-2016, I am sure, that we find ourselves just in the phase of emancipation of this topic and I would like to reveal, why this is my opinion.
During the last year, the media in German-speaking regions frequently covered Gamification: many TV productions, newspaper reports and scientific papers covered potentials of the use of motivational and playful elements in non-game contexts. But not only media response was consistently positive – also Centigrade received numerous requests for Gamification projects, some of which where moved into realization and, by now, are used on a daily basis.
However, one important question occupies many of our customers: How much “game” is suitable for a certain context of use as well as for users‘ and customers‘ needs. This question is crucial as playful and motivational elements can be integrated in existing processes and products in many different ways. Our customers also ask themselves which manifestation of playful systems fits best in their user context: are some playful elements enough or should it possibly be a full game to meet the pursued benefits?
This question in mind, this article covers similarities and differences of Gamification and Serious Games and aims at gaining better understanding of potentials as well as conveying possible scopes of application for both concepts and thus, facilitating the decision for or against one of them. read more…
Is gamification compatible with Industry 4.0? There is only one way to find out: To create a realistic setup. At the Hannover Messe we had the chance to do just that.
‚We always seek dedicated students looking for an interesting thesis or internship project.‘ – this call can be found when browsing the Centigrade website for job and career opportunities. A call that is hard to resist if you are an upcoming graduate student. Especially when you – like in my case – consider the many given connections between Centigrade’s north-western branch in Muelheim a. d. Ruhr and the many different universities, academies and colleges of the Ruhr area.
As you can easily see, this opportunity led me here… and now I am working on my master thesis based on a cooperation between Centigrade and the ‘Interactive Systems’ chair of University Duisburg-Essen that combines both areas of expertise and professions:
‘Development of a Gamification Design in Consideration of different Play-Personas’
Starting point of my thesis will be running a quantitive survey based on Bartle’s ‘Player Types’ to identify relevant users and their motivators for playful environments. In combination with additional demographic data like age, gender and profession this should result in one or more hypothetical user types (so called ‘personas’) for our use-case. In the following step, these gamification personas could be addressed by a specific designed gamification concept. The use-case of the project will be a mobile app prototype in the context of Energy Transition that should ideally lead to more sustainability in the user’s everyday life. That sounds like an exciting project with actual matter to me!
To those of you, who are also interested in working on their thesis in collaboration with a Centigrade project or who have gathered own ideas that could fit into the wide field of user interface architecture: Feel free to contact Centigrade via e-mail at email@example.com .
By the way: A deeper look into my thesis’ survey, the following gamification design process and the prototype development will be soon available and regularly updated on my Instagram account (#appshamrock).
This article is only available in German language.
In December Centigrade carried out an evaluation of the racing game “Need for Speed: Rivals” for Electronic Arts – one of the biggest publishers and developers of computer- and videogames. Focus of the evaluation was the recording and analysis of the game experience under consideration of different situations in the game.
Based on their vast experience regarding the evaluation of computer and videogames, the pilot study was conducted by the Centigrade team of the North-Western branch under direction of Joerg Niesenhaus in close collaboration with the Deutsche Sporthochschule in Cologne. The Deutsche Sporthochschule runs a state-of-the-art interaction lab and contributed expertise in the evaluation of interactive entertainment via Dr. Carsten Moeller.
A few months ago we discussed the challenges and potentials of gamification and the process of implementing gamification methods. We pointed out that an extensive analysis of the existing processes and well adapted gamification mechanisms increase the chances of success – for instance to optimize the efficiency of a process or raise the employee satisfaction.
In our current blog article we dive into the widely debated industry 4.0 theme and focus on the application area of industrial production and the role gamification methods could play within this area, and also which specific requirements have to be fulfilled to enable the implementation of playful elements.
„Game-Based Learning“, „Serious Games“,„Games with a Purpose“ and „Gamification“– the list of concepts, which build upon the prospect of using the potential of games in other application areas is long. All concepts share the same idea of generating additional benefits beyond pure entertainment by using games, their technology or mechanisms. By no means, all of these expectations raised by the concepts are achieved. A lot of projects fail due to the incompatibility of games and serious applications and it often appears, that the effort for achieving compatibility is not commercially viable.