Research Article
BibTex RIS Cite

Integrating Gamification with BIM for Enhancing Participatory Design

Year 2024, , 317 - 344, 30.09.2024
https://doi.org/10.53710/jcode.1505309

Abstract

The combination of gamification and Building Information Modeling (BIM) can be described to support user participation, decision-making, and collaboration in design contexts. Within this aim, this paper presents a literature review on the potential of using gamification in the BIM framework to create immersive participatory design environments. Active involvement of stakeholders by the corporation of gamified components such as challenges and interactive simulations into the design process enables better decisions and enhances user experience. Further, gamification integrated into BIM brings the potential to improve user behavior and decision-making at all stages of the design lifecycle but also the limitations and challenges. It can encourage stakeholder interaction and provide real-time input allowing various stakeholders to make meaningful contributions towards sustainability goals. This study examines recent developments and trends in extended reality (XR), augmented reality (AR), and virtual reality (VR). These advances significantly enhance gamified Building Information Modeling (BIM) environments as being immersive. In addition, it points out some challenges, and ethical concerns encountered with these technologies. Furthermore, this paper highlights some tools and their advantages, disadvantages, pricing, and key elements. Designers can create interactive experiences by combining these technologies with virtual and physical environments. BIM environments powered by gamification can be used in BIM workflows to reach their full potential in shaping future design practices. These include ways to advance cooperative design processes by creating immersive spaces for different stakeholders’ interests and keeping up with emergent technology.

References

  • Al-Kodmany, K. (1999). Combining digital and traditional visualization techniques in community-based planning and design. Digit. Creat. 10 (2), 91–103. doi:10.1076/digc.10.2.91.3248
  • Al-Msallam, S., Xi, N., Hamari, J. (2023). Ethical Considerations in Gamified Interactive Marketing Praxis. In: Wang, C.L. (eds) The Palgrave Handbook of Interactive Marketing. Palgrave Macmillan, Cham. https://doi.org/10.1007/978-3-031-14961-0_41
  • Alizadehsalehi, S. and Yitmen, I. (2021). Digital twin-based progress monitoring management model through reality capture to extended reality technologies (DRX), Smart Sustain. Built Environ. https://doi.org/10.1108/SASBE-01-2021-0016
  • Arayici, Y., Fernando, T., Munoz, V., Bassanino, M. (2018). Interoperability specification development for integrated BIM use in performance-based design, Autom. Constr. 85 (Supplement C) 167–181, https://doi.org/10.1016/j. autcon.2017.10.018.
  • Armstrong, M.B. and Landers, R.N. (2018). “Gamification of employee training and development”, International Journal of Training and Development, Vol. 22 No. 2, pp. 162-169.
  • Azhar, S. (2011). Building information modeling (BIM): Trends, benefits, risks, and challenges for the AEC industry. Leadership and Management in Engineering, 11(3), pp. 241-252.
  • Beazley, S. Heffernan, E. & McCarthy, T. J. (2017). Enhancing energy efficiency in residential buildings through the use of BIM: the case for embedding parameters during design, Energy Procedia 12, 57–64, https://doi.org/10.1016/j. egypro.2017.07.479.
  • Bevins, K.L. and Howard, C.D. (2018). “Game mechanics and why they are employed: what we know about gamification so far”, Issues and Trends in Learning Technologies, Vol. 6 No. 1, pp. 58-84.
  • Brandt, E., and Messeter, J. (2004). “Facilitating collaboration through design games,” in Proceedings of the eighth conference on Participatory design: Artful integration: interweaving media, materials and practices, 121–131.
  • Cha, H. S., Lee, D. G. (2015). A case study of time/cost analysis for aged-housing renovation using a pre-made BIM database structure, KSCE J. Civ. Eng. 19 (4) 841–852, https://doi.org/10.1007/s12205-013-0617-1.
  • Chen, K., and Xue, F. (2020). The Renaissance of Augmented Reality in Construction: History, Present Status, and Future Directions, Smart and Sustainable Built Environment https://doi.org/10.1108/SASBE-08-2020-0124.
  • Chou, Y. K. (2015). Actionable Gamification: Beyond Points, Badges, and Leaderboards. Octalysis Media.
  • Chou, Y. (2015). Octalysis: Complete Gamification Framework-Yu-kai Chou; Octalysis Media: Fremont, CA, USA.
  • Chi, H. L., Kang, S. C., Wang, X. (2013). Research trends and opportunities of augmented reality applications in architecture, engineering, and construction, Autom. Constr. 33 (Supplement C) 116–122, https://doi.org/10.1016/j.autcon.2012.12.017
  • Coelho, L., & Reis, S. (2021). Ethical issues of gamification in healthcare: The need to be involved. In Handbook of Research on Solving Modern Healthcare Challenges With Gamification (pp. 19).
  • Damen, T., Sebastian, R., MacDonald, M., Soetanto, S., Hartmann, T., Di Giulio, R., Bonsma, P., Luig, K. (2015). The application of BIM as collaborative design technology for collective self-organized housing, Int. J. 3-D Inform. Model. 4 (1) 1–18, https://doi.org/10.4018/IJ3DIM.2015010101.
  • Davidson, J., Fowler, J., Pantazis, C., Sannino, M., Walker, J.; Sheikhkhoshkar, M., Rahimian, F.P. (2020). Integration of VR with BIM to facilitate real-time creation of bill of quantities during the design phase: A proof of concept study. Front. Eng. Manag, 7, 396–403.
  • Delgado, J. M. D., Oyedele, L., Beach, T., Demian, P. (2020). Augmented and virtual reality in construction: drivers and limitations for industry adoption, J. Constr. Eng. Manag. 146 (7), https://doi.org/10.1061/(ASCE)CO.19437862.0001844.
  • Deterding, S., Sicart, M., Nacke, L., O’Hara, K. and Dixon, D. (2011), “Gamification. using game-design elements in non-gaming contexts”, In CHI’11 Extended Abstracts on Human Factors in Computing Systems, pp. 2425-2428.
  • De Marco, G. (2022). Gamification in Construction: Principles, methods, and applications to construction simulation (Master’s Thesis, Politecnico Di Milano). Retrieved from https://bimaplus.org/wp-content/uploads/2022/10/2022_GiancarlodeMarco_Dissertation.pdf
  • Dong, S., Feng, C., Kamat, V. R. (2013). Sensitivity analysis of augmented reality-assisted building damage reconnaissance using virtual prototyping, Autom. Constr. 33 (Supplement C) 24–36, https://doi.org/10.1016/j.autcon.2012.09.005.
  • Ehab, A., Burnett, G., & Heath, T. (2023). Enhancing Public Engagement in Architectural Design: A Comparative Analysis of Advanced Virtual Reality Approaches in Building Information Modeling and Gamification Techniques. Buildings, 13(5), 1262. DOI:10.3390/buildings13051262
  • Eastman, C., Teicholz, P., Sacks, R., & Liston, K. (2011). BIM Handbook: A Guide to Building Information Modeling for Owners, Managers, Designers, Engineers and Contractors. New Jersey, John Wiley & Sons.
  • Elghaish, F. Abrishami, S. (2020). A centralised cost management system: exploiting EVM and ABC within IPD, Eng. Constr. Archit. Manag, DOI: 10.1108/ECAM-11-2019-0623.
  • Felt, A. P., Haque, A., Egelman, S., Haney, A., Chin, E., & Wagner, D. (2016). Android Permissions Remystified: A Field Study on Contextual Integrity. In Proceedings of the 2016 ACM SIGSAC Conference on Computer and Communications Security (pp. 139-151).
  • Feng, Z., González, V. A., Mutch, C., Amor, R., Rahouti, A., Baghouz, A., Li, N., Cabrera-Guerrero, G. (2020). Towards a customizable immersive virtual reality serious game for earthquake emergency training," Advanced Engineering Informatics, vol. 46, pp. 101134, 2020. DOI: https://doi.org/10.1016/j.aei.2020.101134.
  • Feng, Z., Gao, Y. and Zhang, T. (2022), “Gamification for visualization applications in the construction industry”, Industry 4.0 for the Built Environment: Methodologies, Technologies, and Skills, Vol. 20, pp. 495-514.
  • Fellows, R., & Liu, A. M. M. (2012). Managing organizational interfaces in engineering construction projects: addressing fragmentation and boundary issues across multiple interfaces.
  • Gaver, B., Dunne, T., and Pacenti, E. (1999). Design: Cultural probes. interactions 6 (1), 21–29. doi:10.1145/291224.291235
  • Guray, T. S. and Kismet, B. (2022). VR and AR in construction management research: bibliometric and descriptive analyses, Smart Sustain. Built Environ, https://doi.org/10.1108/SASBE-01-2022-0015
  • Hamari, J. (2007). Gamification. The Blackwell Encyclopedia of Sociology, 1–3. John Wiley & Sons, Ltd.
  • Hamari, J., Koivisto, J., Sarsa, H. (2014). Does gamification work? A literature review of empirical studies on gamification. In Proceedings of the 2014 47th Hawaii International Conference on System Sciences, Washington, DC, USA, 6–9 January 2014; pp. 3025–3034.
  • Hassan, L., & Hamari, J. (2020). Gameful civic engagement: A review of the literature on gamification of e-participation. Government Information Quarterly, 37(3), 101461.
  • Hanus, M. D., & Fox, J. (2015). Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance. Computers & Education, 80, 152–161.
  • Hakak, S., Noor, N.F.M., Ayub, M.N., Affal, H., Hussin, N., Imran, M. (2019). Cloud-assisted gamification for education and learning– Recent advances and challenges. Comput. Electr. Eng. 74, 22–34.
  • Hajirasouli, A., Banihashemi, S., Kumarasuriyar, A., Talebi, S., Tabadkani, A. (2021). Virtual reality-based digitisation for endangered heritage sites: theoretical framework and application, J. Cult. Herit. (2021), https://doi.org/10.1016/j.
  • Heydarian, A., Carneiro, J. P., Gerber, D., Becerik-Gerber, B., Hayes, T., Wood, W. (2015). Immersive virtual environments versus physical built environments: a benchmarking study for building design and user-built environment explorations, Autom. Constr. 54, 116–126, https://doi.org/10.1016/j. autcon.2015.03.020.
  • Hou, J., and Rios, M. (2003). Community-driven place making: The social practice of participatory design in the making of Union Point Park. J. Archit. Educ. 57 (1), 19–27. doi:10.1162/104648803322336557
  • Hofacker, C. F., De Ruyter, K., Lurie, N. H., Manchanda, P., & Donaldson, J. (2016). Gamification and mobile marketing effectiveness. Journal of Interactive Marketing, 34, 25–36.
  • Honic, M., & Kovacic, I. (2020). Model and data management issues in the integrated assessment of existing building stocks. Organization, Technology and Management in Construction 2020, 11, 2148–2157. DOI: 10.2478/otmcj-2020-0011
  • Hou, L., Wang, X., Truijens, M. (2015). Using augmented reality to facilitate piping assembly: an experiment-based evaluation, J. Comput. Civ. Eng. 29 (1), https://doi.org/10.1061/(ASCE)CP.1943-5487.0000344.
  • Huang, Y., Shakya, S., Odeleye, T. (2019). Comparing the functionality between virtual reality and mixed reality for architecture and construction uses. J. Civ. Eng. Archit, 13, 409–414.
  • Hung, S., Chang, C., Ma, Y. (2021). A new reality: Exploring continuance intention to use mobile augmented reality for entertainment purposes, Technology in Society, vol. 67, pp. 101757. DOI: https://doi.org/10.1016
  • Hyrynsalmi, S., Kimppa, K. K., & Smed, J. (2018). Gamification ethics. In Pervasive Computing, Tampere University of Technology, Pori, Finland; Turku School of Economics, University of Turku, Turku, Finland; Department of Future Technologies, University of Turku, Turku, Finland.
  • Ingvarsson, C., Hallin, A., & Kier, C. (2023). Project stakeholder engagement through gamification: what do we know and where do we go from here? International Journal of Managing Projects in Business, 16(8), 152-181. https://doi.org/10.1108/IJMPB-07-2022-0170
  • Jalaei, F., Jalaei, F. & Mohammadi, S. (2020). An integrated BIM-LEED application to automate sustainable design assessment framework at the conceptual stage of building projects, Sustain. Cities Soc. 53, 101979, DOI: 10.1016/j.scs.2019.101979.
  • Jalal, M. P., Roushan, T. Y., Noorzai, E., Alizadeh, M. (2021). A BIM-based construction claim management model for early identification and visualization of claims, Smart Sustain. Built Environ. 10 (2) 227–257, https://doi.org/10.1108/SASBE-10-2019-0141.
  • Jamei, E., Mortimer, M., Seyedmahmoudian, M., Horan, B., Stojcevski, A. (2006). Investigating the role of virtual reality in planning for sustainable smart cities. Sustainability 2017, 9.
  • Jetter, J., Eimecke, J., Rese, A. (2018). Augmented reality tools for industrial applications: what are potential key performance indicators and who benefits? Comput. Hum. Behav. 87, 18–33, https://doi.org/10.1016/
  • Kapp, K.M. (2012). The Gamification of Learning and Instruction: Game-Based Methods and Strategies for Training and Education, Pfeiffer, San Francisco, CA.
  • Kapogiannis, G., Yang, T., Jonathan, R., & Hancock, C. (2020). An Innovative Dynamic Gamificative BIM Environment. International Federation SurveyorsAt.
  • Kapogiannis, G. & Sherratt, F. (2018). Impact Of Integrated Collaborative Technologies to Form a Collaborative Culture In Construction Projects. Built Environment Project and Asset Management.
  • Kim, T. W. (2015). Gamification ethics: Exploitation and manipulation. In Gamifying Research Workshop Papers, CHI 2015, April 18-23, 2015, Seoul, Korea. Carnegie Mellon University.
  • Koch, C., Neges., König, M., Abramovici, M. (2014). Natural markers for augmented reality-based indoor navigation and facility maintenance, Autom. Constr. 48 (Supplement C) 18–30, https://doi.org/10.1016/j.autcon.2014.08.009.
  • Korn, O., Schmidt, A. (2015). Gamification of business processes: Re-designing work in the production and service industry. Procedia Manuf, 3, 3424–3431.
  • Koivisto, J., & Hamari, J. (2019). The rise of motivational information systems: A review of gamification research. International Journal of Information Management, 45, 191–210. Elsevier.
  • Kwiatek, C., Sharif, M., Li, S., Haas, C., Walbridge, S. (2019). Impact of augmented reality and spatial cognition on assembly in construction, Autom. Constr. https://doi.org/10.1016
  • Leite, R.M.C. Costa, D.B., Neto, H.M.M. and Durao, F.A. (2016). “Gamification technique for supporting transparency on construction sites: a case study”, Engineering, Construction and Architectural Management, Vol. 23 No. 6, pp. 801-822, doi: 10.1108/ECAM-12-2015-0196.
  • Leite, R.M.C., Alves, L.R.G., Cardoso, L.d.S.P., & Neto, H.M.M. (2023). How Has Gamification in the Production Sector Been Developed in the Manufacturing and Construction Workplaces? Buildings, 13, 2614. https://doi.org/10.3390/buildings13102614
  • Leite, P., Ramos, R. A., & Pinto, A. S. (2023). The dark side of gamification: An exploratory analysis of ethical concerns. Journal of Business Ethics, 177(4), 891-905.
  • Luck, R. (2003). Dialogue in participatory design. Des. Stud. 24 (6), 523–535. doi:10.1016/s0142-694x(03)00040-1 Luck, R. (2007). Learning to talk to users in participatory design situations. Des. Stud. 28 (3), 217–242. doi:10.1016/j.destud.2007.02.002
  • Mattelmäki, T. (2006). Design probes. Finland: Aalto University.
  • Marczewski, A. (2017). The ethics of gamification. XRDS: Crossroads, The ACM Magazine for Students, 24(1), 56-59. https://doi.org/10.1145/3123756
  • Marreiros, H., Moniz, H., & Rita, P. (2016). Ethical Gamification in Business Research: A Framework, Review, and Research Agenda. Journal of Business Ethics, 139(1), 111-126.
  • Mekni, M. and Lemieux, A. (2014). Augmented reality: Applications, challenges, and future trends, Appl. Comput. Sci. 205–214.
  • Merschbrock, C., Lassen, A., & Tollnes, T. (2014). Integrating BIM and gaming to support building operation: The case of a new hospital. Norsk konferanse for organisasjoners bruk av IT, 22(1). Retrieved from http://ojs.bibsys.no/index.php/Nokobit/article/view/30
  • Nabatchi, T., Ertinger, E., Leighninger, M. (2015). The future of public participation: Better design, better laws, better systems. Confl. Resolut. Q, 33, S35–S44.
  • Ng, P., Li, Y., Zhu, S., Xu, B., van Ameijde, J. (2023). Digital common(s): the role of digital gamification in participatory design for the planning of high-density housing estates. Front. Virtual Real., 05 January 2023 Sec. Virtual Reality and Human Behaviour Volume 3 – 2022, https://doi.org/10.3389/frvir.2022.1062336
  • Petrova, E. A., Rasmussen, M., Jensen, L. R., Svidt, K. (2017). Integrating Virtual Reality and BIM for End-user Involvement in Building Design: A Case Study, The Joint Conference on Computing in Construction (JC3) The Joint Conference on Computing in Construction (JC3) 2017, 2017, pp. 699–709, DOI:10.24928/JC3-2017/0266.
  • Pham, B. V. P., & Bui, Q. T. (2023). Gamification in infrastructure and its application in Vietnam. IOP Conference Series: Materials Science and Engineering, 1289, 012041. doi:10.1088/1757-899X/1289/1/012041
  • Paul, R., and Elder, L. (2003). Ethical Reasoning; The Foundation for Critical Thinking: Dillon Beach, CA, USA.
  • Rezaei, F., Bulle, C., Lesage, P. (2019). Integrating building information modeling and life cycle assessment in the early and detailed building design stages, Build. Environ. 153, 158–167, https://doi.org/10.1016/j.buildenv.2019.01.034.
  • Rubio-Tamayo, J.L., Gertrudix Barrio, M., García García, F. (2017). Immersive environments and virtual reality: Systematic review and advances in communication, interaction, and simulation. Multimodal Technol. Interact, 1, 21.
  • Rüppel, U., & Schatz, K. (2011). Designing a BIM-based serious game for fire safety evacuation simulations. Advanced Engineering Informatics, 25(4), pp. 600-611.
  • Röck, M., Hollberg, A., Habert, G., Passer, A. (2018). LCA and BIM: visualization of environmental potentials in building construction at early design stages, Build. Environ. 140, 153–161, https://doi.org/10.1016/j.buildenv.2018.05.006.
  • Sadeghi, M., Jonathan, W. E., Porro, N., Strong, K. (2019). Developing building information models (BIM) for building handover, operation, and maintenance, J. Facil. Manag. 17 (3), 301–316, https://doi.org/10.1108/JFM-04-2018-0029.
  • Schrom-Feiertag, H., Stubenschrott, M., Regal, G., Matyus, T., Seer, S. (2020). An interactive and responsive virtual reality environment for participatory urban planning. In Proceedings of the 11th Annual Symposium on Simulation for Architecture and Urban Design, Online, 25–28 May 2020; pp. 1–7.
  • Safikhani, S., Keller, S., Schweiger, G., Pirker, J. (2022). Immersive virtual reality for extending the potential of building information modeling in architecture, engineering, and construction sector: Systematic review. Int. J. Digit. Earth 2022, 15, 503–526.
  • Sanchez, B., Ballinas-Gonzalez, R., Rodriguez-Paz, M. X. (2022). BIM and game engines for engineering online learning. IEEE Global Engineering Education Conference (EDUCON), DOI: 10.1109/EDUCON52537.2022.9766711 Sanchez-Sepulveda, M., Fonseca, D., Franquesa, J., Redondo, E. (2019). Virtual interactive innovations applied for digital urban transformations. Mix. Approach. Future Gener. Comput. Syst, 91, 371–381.
  • Sanders, E. N. (2000). “Generative tools for co-designing,” in Collaborative design (London: Springer), 3–12. Selin, J., Letonsaari, M., & Rossi, M. (2019). Emergency exit planning and simulation environment using gamification, artificial intelligence, and data analytics. Procedia Computer Science, 156, 283–291. Doi: 10.1016/j.procs.2019.08.204
  • Selin, J., & Rossi, M. (2020). The Functional Design Method for Public Buildings Together with Gamification of Information Models Enables Smart Planning by Crowdsourcing and Simulation and Learning of Rescue Environments. In Y. Bi, R. Bhatia, & S. Kapoor (Eds.), Intelligent Systems and Applications. IntelliSys 2019 (Vol. 1038, pp. 498-510). Springer, Cham. https://doi.org/10.1007/978-3-030-29513-4_42
  • Snyder, H. (2019). Literature review as a research methodology: An overview and guidelines. Journal of Business Research, 104, 333-339.
  • Shahri, A., Hosseini, M., Phalp, K., Taylor, J., Ali, R. (2014). Towards a code of ethics for gamification at enterprise. In Proceedings of the IFIP Working Conference on the Practice of Enterprise Modeling, Manchester, UK, 12–13 November 2014; pp. 235–245.
  • Thorpe, A.S. and Roper, S. (2019). The ethics of gamification in a marketing context. J. Bus. Ethics, 155, 597–609.
  • O’Sullivan, D., Stavrakakis, I., Gordon, D., Curley, A., Tierney, B., Murphy, E., Collins, M., & Becevel, A. (2021). “You can't lose a game if you don't play the game”: Exploring the ethics of gamification in education. International Journal for Infonomics (IJI), 14(1). Technological University of Dublin (Ireland).
  • Oke, A. E. and Arowoiya, V. A. (2021). An analysis of the application areas of augmented reality technology in the construction industry, Smart Sustain. Built Environ., https://doi.org/10.1108/SASBE-11-2020-0162
  • Ververidis, D., Nikolopoulos, S., Kompatsiaris, I. (2022). A Review of Collaborative Virtual Reality Systems for the Architecture, Engineering, and Construction Industry. Architecture 2, 476–496.
  • Wang, Y., Yu, S., Xu, T. (2017). A user requirement driven framework for collaborative design knowledge management, Adv. Eng. Inform. 33, 16–28, DOI:10.1016/j.aei.2017.04.002.
  • Wates, N. (2014). The Community Planning Handbook: How People Can Shape Their Cities, Towns and Villages in Any Part of the World; Routledge: Abingdon-on-Thames, UK.
  • Yee, N., Ducheneaut, N., & Nelson, L. (2019). Online Gaming and Surveillance. Surveillance & Society, 17(1/2), 256-272.
  • Yu, R., Gu, N., Lee, G., Khan, A. (2022). A Systematic Review of Architectural Design Collaboration in Immersive Virtual Environments. Designs, 6, 93.
  • Zichermann, G. and Cunningham, C. (2011), Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps, O’Reilly Media, Sebastopol.
  • Xiao, M. (2022), “Using a gamified virtual reality Environment to influence safety behavior”, Doctoral Dissertation, Research Space, Auckland.

Katılımcı Tasarımı Geliştirmek için Oyunlaştırmanın BIM ile Bütünleştirilmesi

Year 2024, , 317 - 344, 30.09.2024
https://doi.org/10.53710/jcode.1505309

Abstract

Oyunlaştırma ve Yapı Bilgi Modellemesi (BIM) kombinasyonu, tasarım bağlamlarında kullanıcı katılımını, karar vermeyi ve işbirliğini desteklemek için tanımlanabilir. Bu amaç doğrultusunda, bu makale, sürükleyici katılımcı tasarım ortamları oluşturmak için BIM çerçevesinde oyunlaştırma kullanımının potansiyeli üzerine bir literatür taraması sunmaktadır. Zorluklar ve etkileşimli simülasyonlar gibi oyunlaştırılmış bileşenlerin tasarım sürecine dahil edilmesiyle paydaşların aktif katılımı daha iyi kararlar alınmasını sağlar ve kullanıcı deneyimini geliştirir. Ayrıca, BIM'e entegre edilen oyunlaştırma, tasarım yaşam döngüsünün tüm aşamalarında kullanıcı davranışını ve karar verme sürecini iyileştirme potansiyelinin yanı sıra sınırlamalar ve zorluklar da getirmektedir. Paydaş etkileşimini teşvik edebilir ve çeşitli paydaşların sürdürülebilirlik hedeflerine anlamlı katkılarda bulunmasına olanak tanıyan gerçek zamanlı girdi sağlayabilir. Bu çalışma, genişletilmiş gerçeklik (XR), artırılmış gerçeklik (AR) ve sanal gerçeklik (VR) alanlarındaki son gelişmeleri ve eğilimleri incelemektedir. Bu gelişmeler, oyunlaştırılmış Yapı Bilgi Modellemesi (BIM) ortamlarını sürükleyici olarak önemli ölçüde geliştirmektedir. Ayrıca, bu teknolojilerle karşılaşılan bazı zorluklara ve etik kaygılara da işaret etmektedir. Ayrıca, bu makale bazı araçları ve bunların avantajlarını, dezavantajlarını, fiyatlarını ve temel unsurlarını vurgulamaktadır. Tasarımcılar bu teknolojileri sanal ve fiziksel ortamlarla birleştirerek etkileşimli deneyimler yaratabilirler. Oyunlaştırma ile desteklenen BIM ortamları, gelecekteki tasarım uygulamalarını şekillendirmede tam potansiyellerine ulaşmak için BIM iş akışlarında kullanılabilir. Bunlar arasında, farklı paydaşların ilgi alanlarına yönelik sürükleyici alanlar yaratarak ve gelişen teknolojiye ayak uydurarak işbirliğine dayalı tasarım süreçlerini ilerletmenin yolları yer almaktadır.

References

  • Al-Kodmany, K. (1999). Combining digital and traditional visualization techniques in community-based planning and design. Digit. Creat. 10 (2), 91–103. doi:10.1076/digc.10.2.91.3248
  • Al-Msallam, S., Xi, N., Hamari, J. (2023). Ethical Considerations in Gamified Interactive Marketing Praxis. In: Wang, C.L. (eds) The Palgrave Handbook of Interactive Marketing. Palgrave Macmillan, Cham. https://doi.org/10.1007/978-3-031-14961-0_41
  • Alizadehsalehi, S. and Yitmen, I. (2021). Digital twin-based progress monitoring management model through reality capture to extended reality technologies (DRX), Smart Sustain. Built Environ. https://doi.org/10.1108/SASBE-01-2021-0016
  • Arayici, Y., Fernando, T., Munoz, V., Bassanino, M. (2018). Interoperability specification development for integrated BIM use in performance-based design, Autom. Constr. 85 (Supplement C) 167–181, https://doi.org/10.1016/j. autcon.2017.10.018.
  • Armstrong, M.B. and Landers, R.N. (2018). “Gamification of employee training and development”, International Journal of Training and Development, Vol. 22 No. 2, pp. 162-169.
  • Azhar, S. (2011). Building information modeling (BIM): Trends, benefits, risks, and challenges for the AEC industry. Leadership and Management in Engineering, 11(3), pp. 241-252.
  • Beazley, S. Heffernan, E. & McCarthy, T. J. (2017). Enhancing energy efficiency in residential buildings through the use of BIM: the case for embedding parameters during design, Energy Procedia 12, 57–64, https://doi.org/10.1016/j. egypro.2017.07.479.
  • Bevins, K.L. and Howard, C.D. (2018). “Game mechanics and why they are employed: what we know about gamification so far”, Issues and Trends in Learning Technologies, Vol. 6 No. 1, pp. 58-84.
  • Brandt, E., and Messeter, J. (2004). “Facilitating collaboration through design games,” in Proceedings of the eighth conference on Participatory design: Artful integration: interweaving media, materials and practices, 121–131.
  • Cha, H. S., Lee, D. G. (2015). A case study of time/cost analysis for aged-housing renovation using a pre-made BIM database structure, KSCE J. Civ. Eng. 19 (4) 841–852, https://doi.org/10.1007/s12205-013-0617-1.
  • Chen, K., and Xue, F. (2020). The Renaissance of Augmented Reality in Construction: History, Present Status, and Future Directions, Smart and Sustainable Built Environment https://doi.org/10.1108/SASBE-08-2020-0124.
  • Chou, Y. K. (2015). Actionable Gamification: Beyond Points, Badges, and Leaderboards. Octalysis Media.
  • Chou, Y. (2015). Octalysis: Complete Gamification Framework-Yu-kai Chou; Octalysis Media: Fremont, CA, USA.
  • Chi, H. L., Kang, S. C., Wang, X. (2013). Research trends and opportunities of augmented reality applications in architecture, engineering, and construction, Autom. Constr. 33 (Supplement C) 116–122, https://doi.org/10.1016/j.autcon.2012.12.017
  • Coelho, L., & Reis, S. (2021). Ethical issues of gamification in healthcare: The need to be involved. In Handbook of Research on Solving Modern Healthcare Challenges With Gamification (pp. 19).
  • Damen, T., Sebastian, R., MacDonald, M., Soetanto, S., Hartmann, T., Di Giulio, R., Bonsma, P., Luig, K. (2015). The application of BIM as collaborative design technology for collective self-organized housing, Int. J. 3-D Inform. Model. 4 (1) 1–18, https://doi.org/10.4018/IJ3DIM.2015010101.
  • Davidson, J., Fowler, J., Pantazis, C., Sannino, M., Walker, J.; Sheikhkhoshkar, M., Rahimian, F.P. (2020). Integration of VR with BIM to facilitate real-time creation of bill of quantities during the design phase: A proof of concept study. Front. Eng. Manag, 7, 396–403.
  • Delgado, J. M. D., Oyedele, L., Beach, T., Demian, P. (2020). Augmented and virtual reality in construction: drivers and limitations for industry adoption, J. Constr. Eng. Manag. 146 (7), https://doi.org/10.1061/(ASCE)CO.19437862.0001844.
  • Deterding, S., Sicart, M., Nacke, L., O’Hara, K. and Dixon, D. (2011), “Gamification. using game-design elements in non-gaming contexts”, In CHI’11 Extended Abstracts on Human Factors in Computing Systems, pp. 2425-2428.
  • De Marco, G. (2022). Gamification in Construction: Principles, methods, and applications to construction simulation (Master’s Thesis, Politecnico Di Milano). Retrieved from https://bimaplus.org/wp-content/uploads/2022/10/2022_GiancarlodeMarco_Dissertation.pdf
  • Dong, S., Feng, C., Kamat, V. R. (2013). Sensitivity analysis of augmented reality-assisted building damage reconnaissance using virtual prototyping, Autom. Constr. 33 (Supplement C) 24–36, https://doi.org/10.1016/j.autcon.2012.09.005.
  • Ehab, A., Burnett, G., & Heath, T. (2023). Enhancing Public Engagement in Architectural Design: A Comparative Analysis of Advanced Virtual Reality Approaches in Building Information Modeling and Gamification Techniques. Buildings, 13(5), 1262. DOI:10.3390/buildings13051262
  • Eastman, C., Teicholz, P., Sacks, R., & Liston, K. (2011). BIM Handbook: A Guide to Building Information Modeling for Owners, Managers, Designers, Engineers and Contractors. New Jersey, John Wiley & Sons.
  • Elghaish, F. Abrishami, S. (2020). A centralised cost management system: exploiting EVM and ABC within IPD, Eng. Constr. Archit. Manag, DOI: 10.1108/ECAM-11-2019-0623.
  • Felt, A. P., Haque, A., Egelman, S., Haney, A., Chin, E., & Wagner, D. (2016). Android Permissions Remystified: A Field Study on Contextual Integrity. In Proceedings of the 2016 ACM SIGSAC Conference on Computer and Communications Security (pp. 139-151).
  • Feng, Z., González, V. A., Mutch, C., Amor, R., Rahouti, A., Baghouz, A., Li, N., Cabrera-Guerrero, G. (2020). Towards a customizable immersive virtual reality serious game for earthquake emergency training," Advanced Engineering Informatics, vol. 46, pp. 101134, 2020. DOI: https://doi.org/10.1016/j.aei.2020.101134.
  • Feng, Z., Gao, Y. and Zhang, T. (2022), “Gamification for visualization applications in the construction industry”, Industry 4.0 for the Built Environment: Methodologies, Technologies, and Skills, Vol. 20, pp. 495-514.
  • Fellows, R., & Liu, A. M. M. (2012). Managing organizational interfaces in engineering construction projects: addressing fragmentation and boundary issues across multiple interfaces.
  • Gaver, B., Dunne, T., and Pacenti, E. (1999). Design: Cultural probes. interactions 6 (1), 21–29. doi:10.1145/291224.291235
  • Guray, T. S. and Kismet, B. (2022). VR and AR in construction management research: bibliometric and descriptive analyses, Smart Sustain. Built Environ, https://doi.org/10.1108/SASBE-01-2022-0015
  • Hamari, J. (2007). Gamification. The Blackwell Encyclopedia of Sociology, 1–3. John Wiley & Sons, Ltd.
  • Hamari, J., Koivisto, J., Sarsa, H. (2014). Does gamification work? A literature review of empirical studies on gamification. In Proceedings of the 2014 47th Hawaii International Conference on System Sciences, Washington, DC, USA, 6–9 January 2014; pp. 3025–3034.
  • Hassan, L., & Hamari, J. (2020). Gameful civic engagement: A review of the literature on gamification of e-participation. Government Information Quarterly, 37(3), 101461.
  • Hanus, M. D., & Fox, J. (2015). Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance. Computers & Education, 80, 152–161.
  • Hakak, S., Noor, N.F.M., Ayub, M.N., Affal, H., Hussin, N., Imran, M. (2019). Cloud-assisted gamification for education and learning– Recent advances and challenges. Comput. Electr. Eng. 74, 22–34.
  • Hajirasouli, A., Banihashemi, S., Kumarasuriyar, A., Talebi, S., Tabadkani, A. (2021). Virtual reality-based digitisation for endangered heritage sites: theoretical framework and application, J. Cult. Herit. (2021), https://doi.org/10.1016/j.
  • Heydarian, A., Carneiro, J. P., Gerber, D., Becerik-Gerber, B., Hayes, T., Wood, W. (2015). Immersive virtual environments versus physical built environments: a benchmarking study for building design and user-built environment explorations, Autom. Constr. 54, 116–126, https://doi.org/10.1016/j. autcon.2015.03.020.
  • Hou, J., and Rios, M. (2003). Community-driven place making: The social practice of participatory design in the making of Union Point Park. J. Archit. Educ. 57 (1), 19–27. doi:10.1162/104648803322336557
  • Hofacker, C. F., De Ruyter, K., Lurie, N. H., Manchanda, P., & Donaldson, J. (2016). Gamification and mobile marketing effectiveness. Journal of Interactive Marketing, 34, 25–36.
  • Honic, M., & Kovacic, I. (2020). Model and data management issues in the integrated assessment of existing building stocks. Organization, Technology and Management in Construction 2020, 11, 2148–2157. DOI: 10.2478/otmcj-2020-0011
  • Hou, L., Wang, X., Truijens, M. (2015). Using augmented reality to facilitate piping assembly: an experiment-based evaluation, J. Comput. Civ. Eng. 29 (1), https://doi.org/10.1061/(ASCE)CP.1943-5487.0000344.
  • Huang, Y., Shakya, S., Odeleye, T. (2019). Comparing the functionality between virtual reality and mixed reality for architecture and construction uses. J. Civ. Eng. Archit, 13, 409–414.
  • Hung, S., Chang, C., Ma, Y. (2021). A new reality: Exploring continuance intention to use mobile augmented reality for entertainment purposes, Technology in Society, vol. 67, pp. 101757. DOI: https://doi.org/10.1016
  • Hyrynsalmi, S., Kimppa, K. K., & Smed, J. (2018). Gamification ethics. In Pervasive Computing, Tampere University of Technology, Pori, Finland; Turku School of Economics, University of Turku, Turku, Finland; Department of Future Technologies, University of Turku, Turku, Finland.
  • Ingvarsson, C., Hallin, A., & Kier, C. (2023). Project stakeholder engagement through gamification: what do we know and where do we go from here? International Journal of Managing Projects in Business, 16(8), 152-181. https://doi.org/10.1108/IJMPB-07-2022-0170
  • Jalaei, F., Jalaei, F. & Mohammadi, S. (2020). An integrated BIM-LEED application to automate sustainable design assessment framework at the conceptual stage of building projects, Sustain. Cities Soc. 53, 101979, DOI: 10.1016/j.scs.2019.101979.
  • Jalal, M. P., Roushan, T. Y., Noorzai, E., Alizadeh, M. (2021). A BIM-based construction claim management model for early identification and visualization of claims, Smart Sustain. Built Environ. 10 (2) 227–257, https://doi.org/10.1108/SASBE-10-2019-0141.
  • Jamei, E., Mortimer, M., Seyedmahmoudian, M., Horan, B., Stojcevski, A. (2006). Investigating the role of virtual reality in planning for sustainable smart cities. Sustainability 2017, 9.
  • Jetter, J., Eimecke, J., Rese, A. (2018). Augmented reality tools for industrial applications: what are potential key performance indicators and who benefits? Comput. Hum. Behav. 87, 18–33, https://doi.org/10.1016/
  • Kapp, K.M. (2012). The Gamification of Learning and Instruction: Game-Based Methods and Strategies for Training and Education, Pfeiffer, San Francisco, CA.
  • Kapogiannis, G., Yang, T., Jonathan, R., & Hancock, C. (2020). An Innovative Dynamic Gamificative BIM Environment. International Federation SurveyorsAt.
  • Kapogiannis, G. & Sherratt, F. (2018). Impact Of Integrated Collaborative Technologies to Form a Collaborative Culture In Construction Projects. Built Environment Project and Asset Management.
  • Kim, T. W. (2015). Gamification ethics: Exploitation and manipulation. In Gamifying Research Workshop Papers, CHI 2015, April 18-23, 2015, Seoul, Korea. Carnegie Mellon University.
  • Koch, C., Neges., König, M., Abramovici, M. (2014). Natural markers for augmented reality-based indoor navigation and facility maintenance, Autom. Constr. 48 (Supplement C) 18–30, https://doi.org/10.1016/j.autcon.2014.08.009.
  • Korn, O., Schmidt, A. (2015). Gamification of business processes: Re-designing work in the production and service industry. Procedia Manuf, 3, 3424–3431.
  • Koivisto, J., & Hamari, J. (2019). The rise of motivational information systems: A review of gamification research. International Journal of Information Management, 45, 191–210. Elsevier.
  • Kwiatek, C., Sharif, M., Li, S., Haas, C., Walbridge, S. (2019). Impact of augmented reality and spatial cognition on assembly in construction, Autom. Constr. https://doi.org/10.1016
  • Leite, R.M.C. Costa, D.B., Neto, H.M.M. and Durao, F.A. (2016). “Gamification technique for supporting transparency on construction sites: a case study”, Engineering, Construction and Architectural Management, Vol. 23 No. 6, pp. 801-822, doi: 10.1108/ECAM-12-2015-0196.
  • Leite, R.M.C., Alves, L.R.G., Cardoso, L.d.S.P., & Neto, H.M.M. (2023). How Has Gamification in the Production Sector Been Developed in the Manufacturing and Construction Workplaces? Buildings, 13, 2614. https://doi.org/10.3390/buildings13102614
  • Leite, P., Ramos, R. A., & Pinto, A. S. (2023). The dark side of gamification: An exploratory analysis of ethical concerns. Journal of Business Ethics, 177(4), 891-905.
  • Luck, R. (2003). Dialogue in participatory design. Des. Stud. 24 (6), 523–535. doi:10.1016/s0142-694x(03)00040-1 Luck, R. (2007). Learning to talk to users in participatory design situations. Des. Stud. 28 (3), 217–242. doi:10.1016/j.destud.2007.02.002
  • Mattelmäki, T. (2006). Design probes. Finland: Aalto University.
  • Marczewski, A. (2017). The ethics of gamification. XRDS: Crossroads, The ACM Magazine for Students, 24(1), 56-59. https://doi.org/10.1145/3123756
  • Marreiros, H., Moniz, H., & Rita, P. (2016). Ethical Gamification in Business Research: A Framework, Review, and Research Agenda. Journal of Business Ethics, 139(1), 111-126.
  • Mekni, M. and Lemieux, A. (2014). Augmented reality: Applications, challenges, and future trends, Appl. Comput. Sci. 205–214.
  • Merschbrock, C., Lassen, A., & Tollnes, T. (2014). Integrating BIM and gaming to support building operation: The case of a new hospital. Norsk konferanse for organisasjoners bruk av IT, 22(1). Retrieved from http://ojs.bibsys.no/index.php/Nokobit/article/view/30
  • Nabatchi, T., Ertinger, E., Leighninger, M. (2015). The future of public participation: Better design, better laws, better systems. Confl. Resolut. Q, 33, S35–S44.
  • Ng, P., Li, Y., Zhu, S., Xu, B., van Ameijde, J. (2023). Digital common(s): the role of digital gamification in participatory design for the planning of high-density housing estates. Front. Virtual Real., 05 January 2023 Sec. Virtual Reality and Human Behaviour Volume 3 – 2022, https://doi.org/10.3389/frvir.2022.1062336
  • Petrova, E. A., Rasmussen, M., Jensen, L. R., Svidt, K. (2017). Integrating Virtual Reality and BIM for End-user Involvement in Building Design: A Case Study, The Joint Conference on Computing in Construction (JC3) The Joint Conference on Computing in Construction (JC3) 2017, 2017, pp. 699–709, DOI:10.24928/JC3-2017/0266.
  • Pham, B. V. P., & Bui, Q. T. (2023). Gamification in infrastructure and its application in Vietnam. IOP Conference Series: Materials Science and Engineering, 1289, 012041. doi:10.1088/1757-899X/1289/1/012041
  • Paul, R., and Elder, L. (2003). Ethical Reasoning; The Foundation for Critical Thinking: Dillon Beach, CA, USA.
  • Rezaei, F., Bulle, C., Lesage, P. (2019). Integrating building information modeling and life cycle assessment in the early and detailed building design stages, Build. Environ. 153, 158–167, https://doi.org/10.1016/j.buildenv.2019.01.034.
  • Rubio-Tamayo, J.L., Gertrudix Barrio, M., García García, F. (2017). Immersive environments and virtual reality: Systematic review and advances in communication, interaction, and simulation. Multimodal Technol. Interact, 1, 21.
  • Rüppel, U., & Schatz, K. (2011). Designing a BIM-based serious game for fire safety evacuation simulations. Advanced Engineering Informatics, 25(4), pp. 600-611.
  • Röck, M., Hollberg, A., Habert, G., Passer, A. (2018). LCA and BIM: visualization of environmental potentials in building construction at early design stages, Build. Environ. 140, 153–161, https://doi.org/10.1016/j.buildenv.2018.05.006.
  • Sadeghi, M., Jonathan, W. E., Porro, N., Strong, K. (2019). Developing building information models (BIM) for building handover, operation, and maintenance, J. Facil. Manag. 17 (3), 301–316, https://doi.org/10.1108/JFM-04-2018-0029.
  • Schrom-Feiertag, H., Stubenschrott, M., Regal, G., Matyus, T., Seer, S. (2020). An interactive and responsive virtual reality environment for participatory urban planning. In Proceedings of the 11th Annual Symposium on Simulation for Architecture and Urban Design, Online, 25–28 May 2020; pp. 1–7.
  • Safikhani, S., Keller, S., Schweiger, G., Pirker, J. (2022). Immersive virtual reality for extending the potential of building information modeling in architecture, engineering, and construction sector: Systematic review. Int. J. Digit. Earth 2022, 15, 503–526.
  • Sanchez, B., Ballinas-Gonzalez, R., Rodriguez-Paz, M. X. (2022). BIM and game engines for engineering online learning. IEEE Global Engineering Education Conference (EDUCON), DOI: 10.1109/EDUCON52537.2022.9766711 Sanchez-Sepulveda, M., Fonseca, D., Franquesa, J., Redondo, E. (2019). Virtual interactive innovations applied for digital urban transformations. Mix. Approach. Future Gener. Comput. Syst, 91, 371–381.
  • Sanders, E. N. (2000). “Generative tools for co-designing,” in Collaborative design (London: Springer), 3–12. Selin, J., Letonsaari, M., & Rossi, M. (2019). Emergency exit planning and simulation environment using gamification, artificial intelligence, and data analytics. Procedia Computer Science, 156, 283–291. Doi: 10.1016/j.procs.2019.08.204
  • Selin, J., & Rossi, M. (2020). The Functional Design Method for Public Buildings Together with Gamification of Information Models Enables Smart Planning by Crowdsourcing and Simulation and Learning of Rescue Environments. In Y. Bi, R. Bhatia, & S. Kapoor (Eds.), Intelligent Systems and Applications. IntelliSys 2019 (Vol. 1038, pp. 498-510). Springer, Cham. https://doi.org/10.1007/978-3-030-29513-4_42
  • Snyder, H. (2019). Literature review as a research methodology: An overview and guidelines. Journal of Business Research, 104, 333-339.
  • Shahri, A., Hosseini, M., Phalp, K., Taylor, J., Ali, R. (2014). Towards a code of ethics for gamification at enterprise. In Proceedings of the IFIP Working Conference on the Practice of Enterprise Modeling, Manchester, UK, 12–13 November 2014; pp. 235–245.
  • Thorpe, A.S. and Roper, S. (2019). The ethics of gamification in a marketing context. J. Bus. Ethics, 155, 597–609.
  • O’Sullivan, D., Stavrakakis, I., Gordon, D., Curley, A., Tierney, B., Murphy, E., Collins, M., & Becevel, A. (2021). “You can't lose a game if you don't play the game”: Exploring the ethics of gamification in education. International Journal for Infonomics (IJI), 14(1). Technological University of Dublin (Ireland).
  • Oke, A. E. and Arowoiya, V. A. (2021). An analysis of the application areas of augmented reality technology in the construction industry, Smart Sustain. Built Environ., https://doi.org/10.1108/SASBE-11-2020-0162
  • Ververidis, D., Nikolopoulos, S., Kompatsiaris, I. (2022). A Review of Collaborative Virtual Reality Systems for the Architecture, Engineering, and Construction Industry. Architecture 2, 476–496.
  • Wang, Y., Yu, S., Xu, T. (2017). A user requirement driven framework for collaborative design knowledge management, Adv. Eng. Inform. 33, 16–28, DOI:10.1016/j.aei.2017.04.002.
  • Wates, N. (2014). The Community Planning Handbook: How People Can Shape Their Cities, Towns and Villages in Any Part of the World; Routledge: Abingdon-on-Thames, UK.
  • Yee, N., Ducheneaut, N., & Nelson, L. (2019). Online Gaming and Surveillance. Surveillance & Society, 17(1/2), 256-272.
  • Yu, R., Gu, N., Lee, G., Khan, A. (2022). A Systematic Review of Architectural Design Collaboration in Immersive Virtual Environments. Designs, 6, 93.
  • Zichermann, G. and Cunningham, C. (2011), Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps, O’Reilly Media, Sebastopol.
  • Xiao, M. (2022), “Using a gamified virtual reality Environment to influence safety behavior”, Doctoral Dissertation, Research Space, Auckland.
There are 93 citations in total.

Details

Primary Language English
Subjects Computer Aided Design in Visual Communication, Serious Games and Simulations, Entertainment and Gaming, Interactive Narrative, Virtual and Mixed Reality, Architectural Science and Technology
Journal Section Research Articles
Authors

Zeynep Özge Yalçın

Publication Date September 30, 2024
Submission Date June 27, 2024
Acceptance Date August 25, 2024
Published in Issue Year 2024

Cite

APA Yalçın, Z. Ö. (2024). Integrating Gamification with BIM for Enhancing Participatory Design. Journal of Computational Design, 5(2), 317-344. https://doi.org/10.53710/jcode.1505309

88x31.png

JCoDe makaleleri "Creative Commons Attribution-NonCommercial 4.0 International License" altında yayınlanmaktadır.