=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
==
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
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Research: a 50-years Retrospective from PBLs Towards
3. Mark Blythe. 2014. Research through design
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Lal Bozgeyikli, Andrew Raij, Srinivas Katkoori, and 4. Joseph A. Cafazzo, Mark Casselman, Nathaniel
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