I am studing Octalysis for my exergame ( even games don't have gamification ). just wondering if anyone has used or is planning to use gamification in research?
I'm using it and recommend it very much. The octalysis framework is quite useful to build new experiences, and to evalute effectiveness of existing ones. However, I recommend to use it along with other references, to add a more academic and less commercial tone to your research.
I strongly recommend it, because that framework recollect game design elements applicable for a gamification app and assign into eight cores. I also agree with Bruno Castro, too. I suggest you to look for more references from Gabe Zichermann or Werbach that are also in the same channel.
Isabel Méndez Garduño, could you share some references of the authors you just mentioned? I'm quite interested in reading them. I belive it will be usefull to Hannu Leinonen as well. Thanks in advance!
U. of Pennsylvania, Gamification, Coursera. (2019). https://www.coursera.org/learn/gamification.
G. Zichermann, C. Cunningham, Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps, 1st ed., O’Reilly Media, Inc., 2011.
The first reference is a coursera course, it is for free and you will understand more the concepts because beyond the game elements, it is important to understand that in order you succeed with your project you need to consider the market segment.
Mirna Korican Lajtman , congrats for the great paper. It makes me think of how to use Andrzej Marczewski's work in my future research, as a framework to evaluate users' archetypes. I was adopting Richard Bartle classification, but now I will seriously consider your approach.
Bruno Castro - thanks! One paper might be a comparison of different frameworks (correlations/cluster analysis) in the same respondents and checking how both predict satisfaction/engagement/adoption of knowledge?
The 'Playing For Real' project site has a number of papers and information, which document the progress of real-world research into using gamification to develop ways to help long-term unemployed reconnect with education, training and empowerment.
This is the story of practical, real-life working practices and is a collaborative effort of institutions across Europe. For this reason, it will give a different perspective on gamification research.