“Gamification is purely an appeal to psychology, the principle that competition matters more than fun.” – http://www.foreignpolicy.com/articles/2011/04/13/the_world_of_holy_warcraft?page=0%2C1

The Gamification Encyclopaedia – http://gamification.org contains a lot of information about applying game mechanics to ‘gamify’ different systems.

This week we spent focusing on Gamification research, as opposed to achievement research. We did try to find some research that involved the psychology of achievements linked with Gamification; however we did struggle to find any sources involving both. Therefore, we decided to focus on Gamification research this week.

Notes from meeting with Andrew & Amanda

-Have a reference rating system, e.g. rate a source using the star system; 5 stars for a strong/reliable source, 1 star for a weak/unreliable source.
-Create an annotated bibliography
-Bunny-hop through sources; when we find a credible source, try looking at an author’s bibliography and find more sources through them.
-Think about Leadership roles in the group; will we have a main leader, or will we all take turns at each milestone being the leader.
-Record positive and negatives in my blog.
-Can write meeting minutes in team blog, but do not have to.

-Create a project plan in a spreadsheet programme, such as Excel.

Project ideas 

As a group we decided to go away after the meeting with Andy and Amanda and come up with some project ideas. We then had a group meeting and collaborated all the ideas we had. Here are some of my best ideas that I put forward to the team:

1. Create a simple RPG-style game in Unity (3D), and get players to complete quests. Tell the players about half of the achievements in the game. We are trying to find out if players get more excited when they receive a reward/achievement that was unexpected, as opposed to getting a known achievement in the game.
We can see how many pointless tasks in-game will a player go to get an in-game reward.

2. Create a multiplayer game (Unity/Source SDK), we can monitor how well players will work together in-game trying to achieve an in-game reward. Then using the same group of people, see if they can work together just as well as they did in-game, but with a physical puzzle, and physical reward (card saying ‘I completed Project Z’, or food reward). We can then take the achievement side of it away, and compare groups?

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Useful book: Gamification by Design

Implementing Game Mechanics in Web and Mobile Apps

By Gabe Zichermann, Christopher Cunningham (http://www.youtube.com/watch?v=6O1gNVeaE4g)

Publisher: O’Reilly Media

Released: July 2011

Pages: 208

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Video: Tom Chatfield: 7 ways video games engage the brain.

‎-Power behind games -Buying virtual items ($8Billion) -Rewards in games (individually and collectively) -wanting, liking, ambition & delight -What you can measure in virtual reality:
1. Experience bars/measuring progress.
2. Multiple long and short-term aims. (Turning up to lessons on time)
3. Rewards for effort.
4. Rapid, frequent, clear feedback. (Manipulate people)
5. Element of uncertainty. Known rewards excite people, but uncertain rewards excite people more? Controlled forms of randomness. Dopamine levels in the brain (reward seeking behaviour)
6. Windows of enhanced attention. Memory – confidence.
7. Other people! Competitive nature, doing things with peers.

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Meeting with Phil

We discussed some of our project ideas with Phil, and from what he said, he didn’t think our projects would be useful, and may be hard to conduct. So our thoughts from this meeting were to look at more Psychological papers and articles, as well as thinking of more project ideas. The group also decided that we wanted a good draft of the literature review by Wednesday the 12/10/11, and I would be the one to write it up. I was designated to create the entire Literature review; however the rest of the team helped me find research, and wrote summaries of all the useful articles/journals.

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GO TO WEEK 3 – Starting looking at sources, starting the Literature review.

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