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WHAT IS REQUIRED FOR A SUCCESSFUL APPLICATION OF GAMIFICATION?Jermaine Benjamin Dale Bruce
M2041688
INTRODUCTION
My topic of focus will be gamification and its proven success within different societies.
This will benefit my area of study as this is a fairly fresh fragment of games design and with a growing industry value of around 2.8 billion there is plenty of room to mature.
The knowledge gained from this investigation can be applied outside the games industry improving my employability.
RATIONALE
Gamification is something that has always intrigued me but I know very little about it. This is a perfect opportunity for me to learn more about this fascinating part of the industry and will allow me to develop skills in another area of design as well as games.
I’m excited about this module as my topic of choice coincides with my games practical project and this will benefit the development significantly.
In regards to employability I believe this could be used as a gateway into the games industry as gamification can be applied to a variety of media and services.
MIN
D M
AP
RESEARCH - ARTICLES
Conaway, R., and Garay, M.C. Gamification and service marketing 2014
Deterding, S., Dixon, D., Khaled, R. and Nacke, L. From Game Design Elements to Gamefulness: Defining “Gamification”
Insley, V., and Nunan, D. Gamification and the online retail experience 2014
Kim, B. Gamification: Examples, Definitions and Related Concepts 2015
Paavilainen, J., Hamari, J., Stenros, J., Kinnunen, J. Social Network Games: Players’ Perspectives 2013
Phetteplace, E. Gamification in Libraries: The State of the Art 2014
Wortley, D. Immersive Technology Strategies 2013
RESEARCH – BOOKS
To the left is an image of the books I have already rented from the library and below are some books of interest.
Chandler, Hearther Maxwell (2008) Game Production Handbook. 2nd Ed. Infinity Science Press
Merritt, Gerard C. (2011) People, Planning, and Production for Video Game Development.
Needle Rat Tech
National Writing Project (2010) Because Digital Writing Matters: Improving Student Writing in
Online and Multimedia Environments. Jossey Bass
RESEARCH – WEBPAGES
Burke, B. (2012) Gamification 2020: What Is the Future of Gamification?. Available at: https://www.gartner.com/doc/2226015?refval=&pcp=mpe (Accessed: 23 October 2015).
Develop (no date) Cutting Edge Gamified Applications to Launch at Gamification Summit Showcase. Available at: http://www.develop-online.net/press-releases/cutting-edge-gamified-applications-to-launch-at-gamification-summit-showcase/0159364 (Accessed: 23 October 2015).
Develop (no date) Gamification Market to Reach $2.8 Billion in US by 2016, According to New Findings. Available at: http://www.develop-online.net/press-releases/gamification-market-to-reach-2-8-billion-in-us-by-2016-according-to-new-findings/0159775 (Accessed: 23 October 2015).
Develop (no date) Met Office campaign shows value of gamification, says Digital River. Available at: http://www.develop-online.net/press-releases/met-office-campaign-shows-value-of-gamification-says-digital-river/0159547 (Accessed: 23 October 2015).
Growth (2014) What is the future of gamification?. Available at: http://www.growthengineering.co.uk/what-is-the-future-gamification/ (Accessed: 23 October 2015).
Skeldon, P. (2015) Zizzi’s customer engagement triples thanks to mobile gamification. Available at: http://internetretailing.net/2015/10/zizzis-customer-engagement-triples-thanks-to-mobile-gamification/ (Accessed: 23 October 2015).
RESEARCH – WEBSITES OF INTEREST
EpicWin – https://play.google.com/store/apps/details?id=com.supermono.epicwin
EpicWin – www.rexbox.co.uk/epicwin
Chore Wars – www.chorewars.com
The Fun Theory – www.thefuntheory.com
IMAGE REFERENCE
CSiG – EpicWin - http://www.daddy-geek.com/wp-content/uploads/2015/03/apps_0008_Epic-Win.jpg
CSiG – ChoreWars - https://tuptdown.files.wordpress.com/2010/02/chore-wars.jpg
QUESTIONS?
Deepest Bin - https://www.youtube.com/watch?v=cbEKAwCoCKw
Piano Stairs - https://www.youtube.com/watch?v=2lXh2n0aPyw