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  • Resultat 246331-246340 av 324102
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246331.
  • Palmquist, Adam, 1983, et al. (författare)
  • Design Implications for a Gamified Recycling House
  • 2022
  • Ingår i: HCI in Games. - Cham : Springer. - 0302-9743 .- 1611-3349. - 9783031056369 - 9783031056376 ; , s. 289-305
  • Bokkapitel (refereegranskat)abstract
    • This paper encircles explorative design research in a multiple stakeholder triple helix project concerning circular economy and household recycling. Design ethnography was employed to find implications for outlining a gamification artifact that would facilitate recycling behaviors. We collected our data during 27 weeks by attending two field sites: Site A, project stakeholder meetings and a participatory design workshop, and Site B, semistructured interviews in the household stakeholders’ residences. Our thematic analysis of the sites’ collected ethnographic record extrapolated two specific categories: Stakeholder requirements and Gamification ruleset, together enfolding five key-themes and various sub-themes that could be used to inform the design of a gamification artifact aimed at recycling. Also, based on our research, we propose two research propositions regarding storytelling and understanding for further gamification design researchers to investigate.
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246332.
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246333.
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246334.
  • Palmquist, Adam, et al. (författare)
  • Eye of the Beholder : Analyzing a Gamification Design Through a Servicescape Lens
  • 2020
  • Ingår i: Utilizing Gamification in Servicescapes for Improved Consumer Engagement. - : IGI Global. - 9781799819707 - 1799819701 - 9781799819721 - 9781799819714 ; , s. 86-118
  • Bokkapitel (refereegranskat)abstract
    • Gamification, the idea of using game design elements to make tasks more engaging, is used in many contexts. The enthusiasm for gamification and its potential uses can be seen in different research- as well as business fields. As of this day, there exists no dominant design principle or standard on how to construct a gamified solution. However, there seem to exist generic dogmas on what a gamification solution should include, look and feel like. The theories used to explain the gamification techniques often originate from the field of game design and psychology. It is possible that more research fields could be used as a lens to magnify the effects of gamified information systems. In this report, we use the theories from environmental psychology and the servicescape methods to construct a lens to suggest improvements in gamification design for a learning management system used in higher education.
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246335.
  • Palmquist, Adam, et al. (författare)
  • Eye of the Beholder : Analyzing a Gamification Design Through a Servicescape Lens
  • 2023
  • Ingår i: Research Anthology on Game Design, Development, Usage, and Social Impact. - : IGI Global. - 9781668475898 - 1668475898 - 9781668475904 ; , s. 557-583
  • Bokkapitel (refereegranskat)abstract
    • Gamification, the idea of using game design elements to make tasks more engaging, is used in many contexts. The enthusiasm for gamification and its potential uses can be seen in different research- as well as business fields. As of this day, there exists no dominant design principle or standard on how to construct a gamified solution. However, there seem to exist generic dogmas on what a gamification solution should include, look and feel like. The theories used to explain the gamification techniques often originate from the field of game design and psychology. It is possible that more research fields could be used as a lens to magnify the effects of gamified information systems. In this report, we use the theories from environmental psychology and the servicescape methods to construct a lens to suggest improvements in gamification design for a learning management system used in higher education.
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246336.
  • Palmquist, Adam, 1983, et al. (författare)
  • Gamification design predicaments for e-learning
  • 2021
  • Ingår i: Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics). - Cham : Springer International Publishing. - 0302-9743 .- 1611-3349.
  • Konferensbidrag (refereegranskat)abstract
    • We introduce how gambling techniques slurred as gamification can be abusive and how adapting it for HCI can lay a practical basis for unethical designs, both in the commercial and applied research sectors. Based on the original notion of game theory, we argue that these techniques can be pervasive in our everyday sociotechnical ecosystem. The digital technology industry’s commercial underpinnings frequently promote irrational user-behavior and using these design techniques in educational technology could foster negative user learning behaviors. Given the complexity of these concepts’ legal issues, it is not always easy to ensure that one does not cross the line. This study presents four gamification design predicaments that demand attention when designing gamification in (e)learning. The research has both theory and practical implications.
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246337.
  • Palmquist, Adam, et al. (författare)
  • “Gamification Does Not Belong at a University”
  • 2020
  • Ingår i: DiGRA ’20 – Proceedings of the 2020 DiGRA International Conference. - Tampere : Digital Games Research Association (DiGRA).
  • Konferensbidrag (refereegranskat)abstract
    • This paper reports a case study in which some students in a large-scale gamification implementation project wrote a script that automated their progression. The incident was followed with multi-sited ethnography and analysed through the lens ofGoffman’s frame analysis. Based on chat logs, mail correspondence, data on user behaviour in the learning management system, informal conversations and student interviews, the study shows that different actors have somewhat different perceptions of gamification, as they framed the incident with the script in different ways. The students saw their actions as a form of resistance and activism towards problematic game design and had a desire to uphold specific tech-student identities. The gamification designers treated the incident as an act of playfulness and display of technological skills. The university, on the other hand, framed the incident as cheating. The study highlights the need for educational institutions to be knowledgeable about games and gaming behaviour if they want to implement gamification. 
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246338.
  • Palmquist, Adam, 1983 (författare)
  • Gamification was not the problem : A case study exploring factors affect teachers approvement of gamification
  • 2021
  • Ingår i: ACM International Conference Proceeding Series. - New York, NY, USA : ACM.
  • Konferensbidrag (refereegranskat)abstract
    • This case study concerns two schools using a similar gamification design in identical learning management systems. The two implementations produced different outcomes despite similar teacher and student demographics, learning methodologies, and learning context. Semi-structured interviews with ten participants involved in the projects were conducted, followed by thematic analysis. The case analyses identify vital factors affecting gamification implementations in a learning environment. Also, the study identifies the teachers as imperative for gamification practitioners to recognize as they may facilitate gamification implementation in the learning environment. The findings challenge previous studies on gamification acceptance in learning environments that describe gamification as a unanimous instrument, which disregards fundamental didactical and contextual factors.
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246339.
  • Palmquist, Adam, 1983, et al. (författare)
  • Gamified learning analytics: An initial outline of design concept synergies from two fields
  • 2021
  • Ingår i: Proceedings of the Nordic Learning Analytics (Summer) Institute (NLASI 2021). - Stockholm, Sweden, 2021.. - 1613-0073. ; 2985
  • Forskningsöversikt (refereegranskat)abstract
    • Technology advancement has dynamically improved the ability to conduct research on large mounts of data and produce innovative ways to engage students. This work-in-progress paper presents tentative research proposals devised from two related and emerging fields: learning analytics and educational gamification. We highlight three shared concepts – processes and elements of development (design), institutional actors and practitioners (stakeholders), and perceptions about usability and adoption (acceptance). We explore the unique nature of each field pertaining to these concepts. Further, we explore how these fields intersect and present opportunities for implementing design that can be beneficial to researchers and practitioners currently working at the interaction between the fields. We also want to bring awareness to the potential synergies that the combination of these fields presents
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246340.
  • Palmquist, Adam, 1983, et al. (författare)
  • Influence of Gender, Age, and Frequency of Use on users’ attitudes on Gamified Online Learning
  • 2021
  • Ingår i: Advances in Intelligent Systems and Computing, volume 1378. - Cham : Springer. - 2194-5357. - 9783030732707
  • Konferensbidrag (refereegranskat)abstract
    • Given the disruption of the global workforce’s desired skill categories, there is a need to facilitate individual lifelong learning. One suggested solution is gamification. However, gamification has been accused of a novelty effect on the user, meaning that the user’s engagement is likely to decrease significantly over time. The present study investigates adult learners’ attitudes towards a gamification implementation, considering factors such as gender, age, and visit frequency in the Learning management system (LMS). The main findings indicate that the perception of the game element Badges differs depending on age and that the user’s attitude toward gamification is positively affected by user’s frequency of use of the gamified LMS.
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