=Paper= {{Paper |id=Vol-1715/paper0 |storemode=property |title=Fictional Game Elements 2016 |pdfUrl=https://ceur-ws.org/Vol-1715/Rapp.pdf |volume=Vol-1715 |authors=Amon Rapp,Federica Cena,Frank Hopfgartner,Juho Hamari,Conor Linehan |dblpUrl=https://dblp.org/rec/conf/chiplay/RappCHHL16a }} ==Fictional Game Elements 2016 == https://ceur-ws.org/Vol-1715/Rapp.pdf
                          Fictional Game Elements 2016


Amon Rapp                     Juho Hamari               Abstract
University of Torino          University of Tampere     Gamification has been widely accepted in the HCI
Torino, Italy                 Tampere, Finland          community in the last few years. However, the current
amon.rapp@gmail.com           juho.hamari@uta.fi        debate is focused on its short-term consequences, such
                                                        as effectiveness and usefulness, while its side-effects,
Federica Cena                 Conor Linehan             long-term criticalities and systemic impacts are rarely
University of Torino          University College Cork   raised. This workshop explores the gamification design
Torino, Italy                 Cork, Ireland             space from a critical perspective, by using design
cena@di.unito.it              conor.linehan@ucc.ie      fictions to help researchers reflect on the long-term
                                                        consequences of their designs.
Frank Hopfgartner
University of Glasgow                                   Author Keywords
Glasgow, United Kingdom                                 Gamification; Critical Design; Design Fiction.
frank.hopfgartner@glasgow.ac.uk
                                                        ACM Classification Keywords
                                                        H.5.m. Information interfaces and presentation (e.g.,
                                                        HCI): Miscellaneous.

                                                        Introduction
                                                        In the last years, we seen the spread of different non-
                                                        ludic applications and services leveraging game
                                                        elements in their designs. Gamification is defined as the
                                                        use of “game design elements in non-game contexts”
                                                        [6], and has gained popularity as a design technique
                                                        capable of increasing the user engagement, as well as
                                                        pushing performances and modifying behavior (e.g. [1,
                                                        4, 5]). However, HCI community is discussing its
                                                        current role gamification in design. Gamification does
have positive impacts in terms of effectiveness on           that HCI researchers are not usually engaged in critical
certain target behaviors [7], but its ability of immersing   evaluations of the future consequences of their work.
the user in a pleasurable experience has been put into
question [11], and it has been suggested to investigate      Although some exceptions exist [13, 14], this attitude
new paths for designing for gamification [12].               is also present in the gamification rhetoric, where
                                                             gamification techniques are discussed with reference to
It clearly appears that a discussion on the long-term        their effectiveness and usefulness, but rarely in terms
and social impacts of gamification is in need, as it has     of their capability of systematically impacting on
the power to turn “normal” experiences in enjoyable          people’s life and producing long-term side-effects. To
ones, which could entail different and somehow               explore these aspects, it is necessary to adopt a critical
unexpected side-effects or systemic consequences.            perspective on design, instead of reinforcing its
Such consequences are rarely taken into account in the       embedded values [2].
current gamification debate, which gives for granted a
number of assumptions related to games, enjoyment,           Design fictions present “fantasy prototypes” in plausible
and behavior change, that actually should be discussed       near futures [3] and support the creation of a
in deep.                                                     discursive space where technology assumptions may be
                                                             put into questions, exploring different alternative
It is possible, in fact, that turning a serious experience   futures [8]. In this volume we explore how design
in a “fun” one could not always represent the optimal        fictions can be used to make us reflect on the
choice for users, who could also be pushed to pursue         unexpected outcomes of gamification.
goals that they did not freely choose, or to accept of
being involved in dynamics of which they are not fully       Jonah Warren in “The Behavior Pioneers Application: An
aware. Design fictions, then, seem a technique that can      Intentional Community Prototype” describes a fictional
address the exploration of such implications of              questionnaire that has to be completed by applicants to
gamification design.                                         an intentional community devoted to gamifying all
                                                             aspects of its members’ lives.
Design fictions
HCI research seems to assume that technology makes           Assia Alexandrova, Lucia Rapanotti, and Ivan Horrocks
users’ lives “more enjoyable, easier, better informed,       in “RE-PROVO: An Evaluation of Gamification in a Law
healthier and more sustainable” [9]. This premise leads      Enforcement Organization” outline a prototype of an
researchers to focus on specific, short-term impacts of      online discussion game designed to support the
their prototypes. However, technology has                    analysis and critique of functional requirements for
consequences on both individuals and society, and            legacy system replacement and promote creativity.
long-term effects are often ambivalent, difficult to
predict, and systemic [10]. Linehan et al. [9] stress        While Bernd Hollerit, Kenji Tanaka, and Helmut
                                                             Prendinger in “Contribution of affordances to
gamification” propose theoretical reflections about the          Critical design and critical theory: the challenge of
effects of affordances in gamification                           designing for provocation. In Proceedings of the
                                                                 Designing Interactive Systems Conference (DIS
                                                                 '12), 288-297.
Gustavo Tondello and Lennart Nacke in “Gamification              http://doi.acm.org/10.1145/2317956.2318001
Research: a 50-years Retrospective from PBLs Towards
                                                            3.   Mark Blythe. 2014. Research through design
Conscious Evolution” present a critical design fiction in
                                                                 fiction: narrative in real and imaginary abstracts. In
which they describe how gamification research could              Proceedings of the SIGCHI Conference on Human
evolve in the new years                                          Factors in Computing Systems (CHI '14), 703-712.
                                                                 http://doi.acm.org/10.1145/2556288.2557098
Lal Bozgeyikli, Andrew Raij, Srinivas Katkoori, and         4.   Joseph A. Cafazzo, Mark Casselman, Nathaniel
Redwan Alqasemi, instead, in “Effects of Environmental           Hamming, Debra K. Katzman, Mark R. Palmert.
Clutter and Motion on User Performance in Virtual                2012. Design of an Health app for the self-
Reality Games” explore the effects of environmental              management of adolescent type1 diabetes: a pilot
clutter and motion on game design for virtual reality            study. J. Med. Internet Res., 14, 13.
                                                            5.   Laurentiu Catalin Stanculescu, Alessandro Bozzon,
Alessia Calafiore and Amon Rapp in “Gamifying the city           Robert-Jan Sips, and Geert-Jan Houben. 2016.
                                                                 Work and Play: An Experiment in Enterprise
pervasive game elements in the urban environment
                                                                 Gamification. In Proceedings of the 19th ACM
References” envision how a pervasive gamified app
                                                                 Conference on Computer-Supported Cooperative
may change the relationship between citizens and the             Work & Social Computing (CSCW '16), 346-358.
urban environments in which they live.                           DOI=http://dx.doi.org/10.1145/2818048.2820061
                                                            6.   Sebastian Deterding, Dan Dixon, Rilla Khaled, and
Finally, Seamus Forde in “Including Non-Users and                Lennart Nacke. 2011. From game design elements
Public Perception in Future Gamification Research”               to gamefulness: defining "gamification". In
highlights the importance of considering the differences         Proceedings of the 15th International Academic
between users and non-users when designing for                   MindTrek Conference: Envisioning Future Media
                                                                 Environments (MindTrek '11), 9-15.
gamification.
                                                                 http://dx.doi.org/10.1145/2181037.2181040

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