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  <front>
    <journal-meta />
    <article-meta>
      <article-id pub-id-type="doi">10.1145/2559206.2560472</article-id>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Amon Rapp</string-name>
          <email>amon.rapp@gmail.com</email>
          <xref ref-type="aff" rid="aff3">3</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Federica Cena</string-name>
          <email>cena@di.unito.it</email>
          <xref ref-type="aff" rid="aff3">3</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Juho Hamari</string-name>
          <email>juho.hamari@uta.fi</email>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Conor Linehan</string-name>
          <email>conor.linehan@ucc.ie</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Frank Hopfgartner</string-name>
          <email>frank.hopfgartner@glasgow.ac.uk</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>University College Cork</institution>
          ,
          <addr-line>Cork</addr-line>
          ,
          <country country="IE">Ireland</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>University of Glasgow</institution>
          ,
          <addr-line>Glasgow</addr-line>
          ,
          <country country="UK">United Kingdom</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>University of Tampere</institution>
          ,
          <addr-line>Tampere</addr-line>
          ,
          <country country="FI">Finland</country>
        </aff>
        <aff id="aff3">
          <label>3</label>
          <institution>University of Torino</institution>
          ,
          <addr-line>Torino</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2016</year>
      </pub-date>
      <fpage>45</fpage>
      <lpage>48</lpage>
      <abstract>
        <p>Gamification has been widely accepted in the HCI community in the last few years. However, the current debate is focused on its short-term consequences, such as effectiveness and usefulness, while its side-effects, long-term criticalities and systemic impacts are rarely raised. This workshop explores the gamification design space from a critical perspective, by using design fictions to help researchers reflect on the long-term consequences of their designs.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Introduction</title>
      <p>
        In the last years, we seen the spread of different
nonludic applications and services leveraging game
elements in their designs. Gamification is defined as the
use of “game design elements in non-game contexts”
[
        <xref ref-type="bibr" rid="ref8">6</xref>
        ], and has gained popularity as a design technique
capable of increasing the user engagement, as well as
pushing performances and modifying behavior (e.g. [
        <xref ref-type="bibr" rid="ref1 ref6 ref7">1,
4, 5</xref>
        ]). However, HCI community is discussing its
current role gamification in design. Gamification does
have positive impacts in terms of effectiveness on
certain target behaviors [
        <xref ref-type="bibr" rid="ref9">7</xref>
        ], but its ability of immersing
the user in a pleasurable experience has been put into
question [
        <xref ref-type="bibr" rid="ref13">11</xref>
        ], and it has been suggested to investigate
new paths for designing for gamification [
        <xref ref-type="bibr" rid="ref14">12</xref>
        ].
It clearly appears that a discussion on the long-term
and social impacts of gamification is in need, as it has
the power to turn “normal” experiences in enjoyable
ones, which could entail different and somehow
unexpected side-effects or systemic consequences.
Such consequences are rarely taken into account in the
current gamification debate, which gives for granted a
number of assumptions related to games, enjoyment,
and behavior change, that actually should be discussed
in deep.
      </p>
      <p>It is possible, in fact, that turning a serious experience
in a “fun” one could not always represent the optimal
choice for users, who could also be pushed to pursue
goals that they did not freely choose, or to accept of
being involved in dynamics of which they are not fully
aware. Design fictions, then, seem a technique that can
address the exploration of such implications of
gamification design.</p>
    </sec>
    <sec id="sec-2">
      <title>Design fictions</title>
      <p>
        HCI research seems to assume that technology makes
users’ lives “more enjoyable, easier, better informed,
healthier and more sustainable” [
        <xref ref-type="bibr" rid="ref11">9</xref>
        ]. This premise leads
researchers to focus on specific, short-term impacts of
their prototypes. However, technology has
consequences on both individuals and society, and
long-term effects are often ambivalent, difficult to
predict, and systemic [
        <xref ref-type="bibr" rid="ref12">10</xref>
        ]. Linehan et al. [
        <xref ref-type="bibr" rid="ref11">9</xref>
        ] stress
that HCI researchers are not usually engaged in critical
evaluations of the future consequences of their work.
Although some exceptions exist [
        <xref ref-type="bibr" rid="ref15 ref16">13, 14</xref>
        ], this attitude
is also present in the gamification rhetoric, where
gamification techniques are discussed with reference to
their effectiveness and usefulness, but rarely in terms
of their capability of systematically impacting on
people’s life and producing long-term side-effects. To
explore these aspects, it is necessary to adopt a critical
perspective on design, instead of reinforcing its
embedded values [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ].
      </p>
      <p>
        Design fictions present “fantasy prototypes” in plausible
near futures [
        <xref ref-type="bibr" rid="ref5">3</xref>
        ] and support the creation of a
discursive space where technology assumptions may be
put into questions, exploring different alternative
futures [
        <xref ref-type="bibr" rid="ref10">8</xref>
        ]. In this volume we explore how design
fictions can be used to make us reflect on the
unexpected outcomes of gamification.
      </p>
      <p>Jonah Warren in “The Behavior Pioneers Application: An
Intentional Community Prototype” describes a fictional
questionnaire that has to be completed by applicants to
an intentional community devoted to gamifying all
aspects of its members’ lives.</p>
      <p>Assia Alexandrova, Lucia Rapanotti, and Ivan Horrocks
in “RE-PROVO: An Evaluation of Gamification in a Law
Enforcement Organization” outline a prototype of an
online discussion game designed to support the
analysis and critique of functional requirements for
legacy system replacement and promote creativity.
While Bernd Hollerit, Kenji Tanaka, and Helmut
Prendinger in “Contribution of affordances to
gamification” propose theoretical reflections about the
effects of affordances in gamification
Gustavo Tondello and Lennart Nacke in “Gamification
Research: a 50-years Retrospective from PBLs Towards
Conscious Evolution” present a critical design fiction in
which they describe how gamification research could
evolve in the new years
Lal Bozgeyikli, Andrew Raij, Srinivas Katkoori, and
Redwan Alqasemi, instead, in “Effects of Environmental
Clutter and Motion on User Performance in Virtual
Reality Games” explore the effects of environmental
clutter and motion on game design for virtual reality
Alessia Calafiore and Amon Rapp in “Gamifying the city
pervasive game elements in the urban environment
References” envision how a pervasive gamified app
may change the relationship between citizens and the
urban environments in which they live.</p>
      <p>Finally, Seamus Forde in “Including Non-Users and
Public Perception in Future Gamification Research”
highlights the importance of considering the differences
between users and non-users when designing for
gamification.</p>
    </sec>
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