Research Article
BibTex RIS Cite

THE ROLE OF GAMIFICATION IN CULTURAL INFORMATICS

Year 2018, Volume: 1 Issue: 2, 43 - 55, 30.11.2018

Abstract

The prevalence of Information and Communication Technologies (ICTs) has intensified information and communication broadcast, both in digital and real life, while it raises several risks and concerns. In this respect, several types of research have shown that users’ awareness increase is of major importance, focusing on the crucial role of educational and compelling interaction environments. Towards this, respective literature highlights the role of gamification- the use of game design elements in applications that are not games- in several domains such as education, marketing, health, showing that users’ engagement in applications, where gamification techniques are applied, has been increased. Gamified applications aim to motivate users to use technology and to increase the quantity and quality of the given activities’ output. This paper examines existing implications regarding gamification, focusing on the field of Cultural Informatics, since gamified applications are already utilised so as culture to be disseminated. The paper aims to enhance literature, by presenting gamification utilisation more methodically within Cultural Informatics.

References

  • AlMarshedi, A., Wanick, V., Wills B. G. & Ranchhod A. (2016). “Gamifications and behaviour”. Springer. pp. 19-29.Bourges-Waldegg, P., & Scrivener, S. A. (1998). Meaning, the central issue in cross-cultural HCI design. Interacting with Computers, Vol. 9 (3), Pp. 287–309.Deterding, S., Dixon, D., Khaled R., & Nacke L. (2011). “From game design elements to gamefulness: defining "gamification”. 15th International Academic MindTrek Conference, September, pp. 9-15.Döpker, A., Brockmann, T. & Stieglitz, S. (2013). “Use Cases for Gamification in Virtual Museums”. Jahrestagung der Gesellschaft für Informatik 2013, Koblenz, pp. 2308–2321.Hamari, J., Koivisto, J. & Sarsa H. (2014). “Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification”. 47th Hawaii International Conference on System Sciences, January, pp. 3025-3034.Hofstede, G. (1997). Cultures and organizations. New York, NY: McGraw Hill.Khaled, R. (2015). Gamification and culture. The gameful world: Approaches, issues, applications, Cambridge: MIT Press. pp. 301–322. Mora, A., Riera, D., Gonzalez C. & Arnedo-Moreno J. (2015). “A Literature Review of Gamification Design Frameworks”. 7th International Conference on Games and Virtual Worlds for Serious Applications, September.Morford, H. Z., Witts N. B., Killingsworth K. J. & Alavosius P. M. (2014). Gamification: The Intersection between Behavior Analysis and Game Design Technologies. Behan Analyst.Vol.37(1). Pp. 25-40.Morschheuser, B., Hassan L., Werder K., & Hamari J. (2018), “How to design gamification? A method for engineering gamified software”. Information and Software Technology. Vol. 95, March, Pp. 219-237.Nicholson, S. (2012). A user-centered theoretical framework for meaningful gamification. In Games Learning Society 8.0.Pantile, D., Di Rosa, E., Frasca, R., Ventrella, M. & Verreschi, G. (2014), Storytelling, Gamification, Interactivity: a new Museum Experience. https://mwf2014.museumsandtheweb.com/proposals/storytelling-gamification-interactivity-a-new-museum-experience/ Accessed 22/7/18.Ryan, R., & Deci, E. (2000). “Intrinsic and extrinsic motivations: Classic definitions and new directions.”. Contemporary Educational Psychology, Vol. 25 (1), Pp. 54–67.Seaborn, K. & Fels, I.D. (2015). “Gamification in theory and action: A survey”. International Journal of Human-Computer Studies, Vol. 74. Pp. 14 – 31.Stanley R. (2014). Top 25 best examples of gamification in business. https://www.clicksoftware.com/blog/top-25-best-examples-of-gamification-in-business/ Accessed 22/7/18.Usunier, J. C., & Lee, J. (2005). Marketing across cultures. Pearson Education.Vasalou, A., Khaled R., Gooch D. & Benton L. (2014). “Problematizing cultural appropriation”. 1st Annual Symposium on Computer-Human Interaction in Play, pp. 267–276.Vernikos N., Daskalopoulou S., Bantimaroudes F., Bubaris N. & Papageorgiou D. (2005). Cultural Industries. Kritiki.WenYi M. (2017). Story of the Forest: An Interactive Exhibition Of William Farquhar’s Drawings At The National Museum Of Singapore. https://yukaichou.com/gamification-examples/top-ten-gamification-healthcare-games/#.W1PYc9IzY2x 22/7/18.Xu, Y. (2012). Literature review on web application gamification and analytics. HI: Honolulu.Yu-kai Chou (2016). Top Ten Gamified Healthcare Games that will extend your Life. https://yukaichou.com/gamification-examples/top-ten-gamification-healthcare-games/#.W1PYc9IzY2x 22/7/18.Yu-kai Chou (2017). Top 10 Marketing Gamification Cases You Won’t Forget. https://yukaichou.com/gamification-examples/top-10-marketing-gamification-cases-remember/#.W1PXkNIzY2w 22/7/18.Yu-kai Chou (2018). The 10 Best Educational Apps that use Gamification for adults in 2018. https://yukaichou.com/gamification-examples/top-10-education-gamification-examples/#.W1PWldIzY2w Accessed 22/7/18.

THE ROLE OF GAMIFICATION IN CULTURAL INFORMATICS

Year 2018, Volume: 1 Issue: 2, 43 - 55, 30.11.2018

Abstract



The prevalence
of Information and Communication Technologies (ICTs) has intensified
information and communication broadcast, both in digital and real life,
while it raises several risks and concerns.
In this respect, several types of research have shown that users’ awareness
increase is of major importance, focusing on the crucial role of educational
and compelling interaction environments. Towards this, respective literature
highlights the role of gamification-
the use of game design elements in applications that are not games- in
several domains such as education, marketing, health, showing that users’
engagement in applications, where gamification techniques are applied, has been
increased.
Gamified
applications aim to motivate users to use technology and to increase the
quantity and quality of the given activities’ output. This paper examines
existing implications regarding gamification, focusing on the field of Cultural
Informatics, since gamified applications are already utilised so as culture to
be disseminated. The paper aims to enhance literature, by presenting gamification
utilisation more methodically within Cultural Informatics.




References

  • AlMarshedi, A., Wanick, V., Wills B. G. & Ranchhod A. (2016). “Gamifications and behaviour”. Springer. pp. 19-29.Bourges-Waldegg, P., & Scrivener, S. A. (1998). Meaning, the central issue in cross-cultural HCI design. Interacting with Computers, Vol. 9 (3), Pp. 287–309.Deterding, S., Dixon, D., Khaled R., & Nacke L. (2011). “From game design elements to gamefulness: defining "gamification”. 15th International Academic MindTrek Conference, September, pp. 9-15.Döpker, A., Brockmann, T. & Stieglitz, S. (2013). “Use Cases for Gamification in Virtual Museums”. Jahrestagung der Gesellschaft für Informatik 2013, Koblenz, pp. 2308–2321.Hamari, J., Koivisto, J. & Sarsa H. (2014). “Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification”. 47th Hawaii International Conference on System Sciences, January, pp. 3025-3034.Hofstede, G. (1997). Cultures and organizations. New York, NY: McGraw Hill.Khaled, R. (2015). Gamification and culture. The gameful world: Approaches, issues, applications, Cambridge: MIT Press. pp. 301–322. Mora, A., Riera, D., Gonzalez C. & Arnedo-Moreno J. (2015). “A Literature Review of Gamification Design Frameworks”. 7th International Conference on Games and Virtual Worlds for Serious Applications, September.Morford, H. Z., Witts N. B., Killingsworth K. J. & Alavosius P. M. (2014). Gamification: The Intersection between Behavior Analysis and Game Design Technologies. Behan Analyst.Vol.37(1). Pp. 25-40.Morschheuser, B., Hassan L., Werder K., & Hamari J. (2018), “How to design gamification? A method for engineering gamified software”. Information and Software Technology. Vol. 95, March, Pp. 219-237.Nicholson, S. (2012). A user-centered theoretical framework for meaningful gamification. In Games Learning Society 8.0.Pantile, D., Di Rosa, E., Frasca, R., Ventrella, M. & Verreschi, G. (2014), Storytelling, Gamification, Interactivity: a new Museum Experience. https://mwf2014.museumsandtheweb.com/proposals/storytelling-gamification-interactivity-a-new-museum-experience/ Accessed 22/7/18.Ryan, R., & Deci, E. (2000). “Intrinsic and extrinsic motivations: Classic definitions and new directions.”. Contemporary Educational Psychology, Vol. 25 (1), Pp. 54–67.Seaborn, K. & Fels, I.D. (2015). “Gamification in theory and action: A survey”. International Journal of Human-Computer Studies, Vol. 74. Pp. 14 – 31.Stanley R. (2014). Top 25 best examples of gamification in business. https://www.clicksoftware.com/blog/top-25-best-examples-of-gamification-in-business/ Accessed 22/7/18.Usunier, J. C., & Lee, J. (2005). Marketing across cultures. Pearson Education.Vasalou, A., Khaled R., Gooch D. & Benton L. (2014). “Problematizing cultural appropriation”. 1st Annual Symposium on Computer-Human Interaction in Play, pp. 267–276.Vernikos N., Daskalopoulou S., Bantimaroudes F., Bubaris N. & Papageorgiou D. (2005). Cultural Industries. Kritiki.WenYi M. (2017). Story of the Forest: An Interactive Exhibition Of William Farquhar’s Drawings At The National Museum Of Singapore. https://yukaichou.com/gamification-examples/top-ten-gamification-healthcare-games/#.W1PYc9IzY2x 22/7/18.Xu, Y. (2012). Literature review on web application gamification and analytics. HI: Honolulu.Yu-kai Chou (2016). Top Ten Gamified Healthcare Games that will extend your Life. https://yukaichou.com/gamification-examples/top-ten-gamification-healthcare-games/#.W1PYc9IzY2x 22/7/18.Yu-kai Chou (2017). Top 10 Marketing Gamification Cases You Won’t Forget. https://yukaichou.com/gamification-examples/top-10-marketing-gamification-cases-remember/#.W1PXkNIzY2w 22/7/18.Yu-kai Chou (2018). The 10 Best Educational Apps that use Gamification for adults in 2018. https://yukaichou.com/gamification-examples/top-10-education-gamification-examples/#.W1PWldIzY2w Accessed 22/7/18.
There are 1 citations in total.

Details

Primary Language English
Subjects Communication and Media Studies
Journal Section Articles
Authors

Christos Kalloniatis

Stefanos Gritzalis This is me

Aikaterini-georgia Mavroeidi This is me

Angeliki Kitsiou This is me

Publication Date November 30, 2018
Published in Issue Year 2018 Volume: 1 Issue: 2

Cite

APA Kalloniatis, C., Gritzalis, S., Mavroeidi, A.-g., Kitsiou, A. (2018). THE ROLE OF GAMIFICATION IN CULTURAL INFORMATICS. Dördüncü Kuvvet Uluslararası Hakemli Dergi, 1(2), 43-55.
AMA Kalloniatis C, Gritzalis S, Mavroeidi Ag, Kitsiou A. THE ROLE OF GAMIFICATION IN CULTURAL INFORMATICS. Dördüncü Kuvvet Uluslararası Hakemli Dergi. November 2018;1(2):43-55.
Chicago Kalloniatis, Christos, Stefanos Gritzalis, Aikaterini-georgia Mavroeidi, and Angeliki Kitsiou. “THE ROLE OF GAMIFICATION IN CULTURAL INFORMATICS”. Dördüncü Kuvvet Uluslararası Hakemli Dergi 1, no. 2 (November 2018): 43-55.
EndNote Kalloniatis C, Gritzalis S, Mavroeidi A-g, Kitsiou A (November 1, 2018) THE ROLE OF GAMIFICATION IN CULTURAL INFORMATICS. Dördüncü Kuvvet Uluslararası Hakemli Dergi 1 2 43–55.
IEEE C. Kalloniatis, S. Gritzalis, A.-g. Mavroeidi, and A. Kitsiou, “THE ROLE OF GAMIFICATION IN CULTURAL INFORMATICS”, Dördüncü Kuvvet Uluslararası Hakemli Dergi, vol. 1, no. 2, pp. 43–55, 2018.
ISNAD Kalloniatis, Christos et al. “THE ROLE OF GAMIFICATION IN CULTURAL INFORMATICS”. Dördüncü Kuvvet Uluslararası Hakemli Dergi 1/2 (November 2018), 43-55.
JAMA Kalloniatis C, Gritzalis S, Mavroeidi A-g, Kitsiou A. THE ROLE OF GAMIFICATION IN CULTURAL INFORMATICS. Dördüncü Kuvvet Uluslararası Hakemli Dergi. 2018;1:43–55.
MLA Kalloniatis, Christos et al. “THE ROLE OF GAMIFICATION IN CULTURAL INFORMATICS”. Dördüncü Kuvvet Uluslararası Hakemli Dergi, vol. 1, no. 2, 2018, pp. 43-55.
Vancouver Kalloniatis C, Gritzalis S, Mavroeidi A-g, Kitsiou A. THE ROLE OF GAMIFICATION IN CULTURAL INFORMATICS. Dördüncü Kuvvet Uluslararası Hakemli Dergi. 2018;1(2):43-55.