Currently, I am in my third year of university, and this is a blog about my final year project. We were given a topic surrounding achievements and we were told to create a project which could somehow benefit the industry with. This blog is to document my personal progress on the project, however I am apart of ‘Team Z’, which consists of Reece Lawrence, David West and Jonny Jacevicius. If anyone is reading this, other than myself, then I will warn you that this blog is very much in note form, so if it doesn’t make much sense, i’m sorry, but this is how I work. 🙂


After my first two sessions for the Final Year Project, I have found out that we have been given a topic surrounding achievements, and Gameification. I felt that this was a good topic for us to have, as it is current and further research into this area

“What drives a player to have the urge to want achievements?” How much will they be willing to do for the achievement? “What kind of person is willing to do anything for an achievement?” – These were just some of the questions we came up with as a group, and discussed the basics of each project. None of these ideas are solid, but we felt as a group that these questions were a good start.

After a 30 minute discussion with Phil (one of our project mentors); he explained that we should be thinking outside the box, and think less about what artefact we were going to be creating, the editor in which it will be created in. He told us we should nail down our goal before thinking about how we are going to test towards our goal.
We were told we could make a board game/card game/physical game, as opposed to just focusing on creating a video game level for testing. Phil explained that depending on our project, we could use this physical game as a prototype and we can implement it into a video/virtual game down the project line.

The documentation will be heavy, but will carry a lot of the marks. We need to come up with a theory, and prove it right or wrong. We could use psychological tests to find out what types of players we are working with, such as personality tests, questionnaires, etc. However we cannot let on that ‘achievements’ is what our project is based on, we need to keep it a secret from the players, and we need to do it in an ethical way. As a group we agreed on this as soon as we found out we would be doing some kind of test on achievements; the reason we want to keep this from any testers, is so that we can understand how achievements affect players realistically, and if the player knows the reason behind the testing, they will sub-consciously, or consciously, focus on the achievements.

After second group meeting (3/10/11)

At our second group meeting, we were mainly discussing where and what sources we need to acquire for our project. We also found this difficult as we still hadn’t pinpointed specifically what our topic title was going to be. We then gave ourselves a deadline to come up with 10 sources and at least one topic title to propose to the group on Thursday, before the meeting with Phil.

Reece decided that he would want to come up with a template for our Literature review, and we will all review the template and make comments to improve it. Personally, I have already been making a start on a personal literature review for this project (personal research to come up with a proposal of a topic).

Here are some sources and interesting reads I found:

Andrew Millar, et al. (1983), “Self-control and choice in humans: Effects of video game playing as a positive reinforce”. Louisiana State University, USA. Accessed on the 02/10/2011.

Daniel T. Cerutti, “Reinforcement, Reward, and Punishment.”  Encyclopedia of the Human Brain, pages 185 – 207. Accessed on the 02/10/2011.

M. Griffiths et al (2000), ‘Risk Factors in Adolescence: The Case of Gambling, Videogame Playing, and the Internet’. Journal of Gambling Studies, Volume 16, Numbers 2-3, 199-225, DOI: 10.1023/A:1009433014881. Accessed on the 02/10/2011.

M. Molesworth, ‘“How many headshots you’ve done”: Achievement as discursive practice in videogame play’ Accessed on the 02/10/2011.

Sherry, J. (2001), The effects of violent video games on aggression. Human Communication Research, 27: 409–431 on the 02/10/2011.

Links I haven’t looked at properly yet:


GO TO WEEK 2 – Discussing ideas.

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