Gameful design, the process of creating a system with affordances for gameful experiences, can be used to increase user engagement and enjoyment of digital interactive systems. It can also be used to create applications for behaviour change in areas such as health, wellness, education,…
Based on his experiences, Gustavo will discuss how to prepare and conduct graduate studies in Human-Computer Interaction (HCI), presenting tips about how to choose topics and plan studies and publications. He will share suggestions on how to plan and carry out experimental studies in…

Goal-setting theory has been used for decades to explain how to motivate people to perform better in work-related tasks by setting and monitoring goals. Gamification is also inherently a goal-oriented activity, aimed at fostering motivation; therefore, it is logic to expect that these two practices would…

Originally published by the HCI Games Group.
Sample favourite digital game objects. Please see the linked original publication for credits.
The HCI Games Group collaborated with a research project that also involved the Play & Interactive Experiences for Learning Lab at the New Mexico State University and…

A collection of some of the most relevant publications and news of 2016 related to Gamification -- from the point of view of an HCI researcher.
Note: all the slides have links to the publications; if they are not working on SlideShare, please download…

Originally published in the ACM XRDS blog.
Gamification of University-level courses is becoming a common practice, as many professors decide to try offering their students a more engaging learning environment. Nevertheless, we still do not have a clear idea on how individual students engage differently with…

CHI PLAY 2016, the ACM Annual Symposium on Computer-Human Interaction in Play, happened last week and made available a lot of interesting research in games, play, and gamification. I have made a compilation of 12 of the relevant findings for future Gamification design and research. Check them…

The peak-end rule is a psychological heuristic that explains how people judge an experience largely based on its peak (i.e., its most intense point) and its end, rather on the whole experience. A research from the Universities of Saskatchewan and Canterbury and Autodesk sought to…

Self-determination theory posits autonomy as a basic need that fuels intrinsic motivation. Thus, we consider it an important characteristic of intrinsically enjoyable tasks, including games. We often say that game playing is a voluntary activity. However, when we think about serious games or gamification, there…

Several studies have indicated the need for personalising gamified systems to users’ personalities. However, mapping user personality onto design elements is difficult. To address this problem, Marczewski developed the Gamification User Types Hexad framework, based on research on human motivation, player types, and practical design…