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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Gamification Research: a 50-years Retrospective from PBLs Towards Conscious Evolution</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Author Keywords Gamification</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Gameful Design</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Design Fiction.</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>ACM Classification Keywords K.8.m. Personal Computing; Miscellaneous. H.5.m. Information interfaces and presentation (e.g., HCI): Miscellaneous; K.2. History of Computing: Systems</institution>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Gustavo F. Tondello HCI Games Group University of Waterloo Waterloo</institution>
          ,
          <addr-line>ON</addr-line>
          ,
          <country country="CA">Canada</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>Lennart E. Nacke HCI Games Group University of Waterloo Waterloo</institution>
          ,
          <addr-line>ON</addr-line>
          ,
          <country country="CA">Canada</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>This paper presents a critical design fiction in the format of an envisioned plausible future scenario for gamification research and practice in the next years. We envision a possible path that gamification research can take that would lead it to effectively being able to help develop human potential, increase wellbeing, and contribute to conscious evolution in the future. Our goal is to promote reflection and discussion on the topic.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Introduction</title>
      <p>
        The idea of using game design elements in non-game
contexts, known as gamification or gameful design,
began to gain popularity starting in 2011. That year
marked the appearance of both academic [
        <xref ref-type="bibr" rid="ref2">4,11</xref>
        ] and
practical [
        <xref ref-type="bibr" rid="ref20 ref21 ref7">16,29,30</xref>
        ] definitions of the term, as well as
suggestions for applications that inspired research in
the field for the years to come.
      </p>
      <p>
        One of the prominent suggested applications for
gamification was to help fix reality by making better
human beings [
        <xref ref-type="bibr" rid="ref7">16</xref>
        ], promoting Eudaimonia [5], or
increasing wellbeing [3]. Three years later (2014),
Calvo and Peters suggested that technology in general
could be employed to improve wellbeing and help
develop human potential, a movement that was named
Positive Computing [3].
      </p>
      <p>
        By that time, the word gamification had already gained
popularity; however, it was frequently employed in a
variety of applications with short-term consequences,
such as extending user retention of a service or
application [
        <xref ref-type="bibr" rid="ref21">30</xref>
        ], implementing loyalty programs [
        <xref ref-type="bibr" rid="ref11">20</xref>
        ],
or persuading users to act how the designers wanted
[7]. Designers also sought to employ gamification in
science, education, health, and environmental issues
[
        <xref ref-type="bibr" rid="ref19">28</xref>
        ]. However, many interventions and studies focused
on short-term results; there was a general lack of
understanding of how gamification really worked and
how it influenced human motivation [
        <xref ref-type="bibr" rid="ref1 ref15">10,24</xref>
        ]. For this
reason, half a decade more would still pass before
applications that really helped humans develop their
potential and increase their wellbeing began to be part
of the mainstream gamification research and practice.
In celebration of the 50 years since gamification
became an important study topic in HCI (2011–2061),
the goal of this paper is to provide a summarized
account of the historical facts that eventually allowed
gamification to take a place in helping develop human
potential and increase wellbeing. For conciseness, we
focus on the 20 initial years of gamification research in
HCI (2011–2031), which were decisive in successfully
conducting gamification to its place in helping human
flourishing.
      </p>
    </sec>
    <sec id="sec-2">
      <title>A Historical Account of Gamification in HCI and Positive Computing</title>
      <p>
        2011–2014: PBLs and Short-term Results
In the first years of gamification popularity, it was often
seen as a business opportunity to increase revenue,
either by keeping users engaged with a product or
service for a longer time, by motivating user behaviour,
or by implementing reward programs. Many
implementations relied on very simple game mechanics
or extrinsic rewards. The acronym PBL was created to
refer to the three basic game mechanics that many
defended as the base elements of any gameful system:
points, badges, and leaderboards [
        <xref ref-type="bibr" rid="ref21">30</xref>
        ]. Despite some
criticism [1], a plethora of gamification platforms aimed
at quickly implementing this and a few additional game
mechanics using a rapid implementation lifecycle. Many
early implementations focused on just replacing
traditional practices with their equivalent in game
mechanics without any novelty. For example, employee
performance evaluations were often replaced with KPIs
(key performance indicators) approaches, which were
measured by integrated game mechanics (such as
PBLs). In schools, the grading system was often
replaced with a similar evaluation system based on
game mechanics (such as PBLs). Even though Kapp had
suggested that gamification could be implemented in
education by designing new content in a gameful way
[
        <xref ref-type="bibr" rid="ref3">12</xref>
        ], this kind of application was not popular yet. A few
initial attempts to use gamification to improve the
user’s health and wellbeing were made; however, lack
of empirical evaluation often undermined the potential
benefits [
        <xref ref-type="bibr" rid="ref1 ref15">10,24</xref>
        ].
      </p>
      <p>
        Despite the initial issues, some early implementations
of gamification were successful in achieving their
shortterm goals [
        <xref ref-type="bibr" rid="ref1 ref15">10,24</xref>
        ]. However, further investigation was
still needed before these applications could really begin
to help to improve the user’ s wellbeing.
2014–2016: Envisioning a New Future
In 2014, Calvo and Peters suggested that gamification
could make part of the broader Positive Computing
movement [3]. By 2015 and 2016, several gamification
researchers began to suggest new avenues for
investigation that could potentially lead to new uses of
gamification helping develop human potential and
increase wellbeing.
      </p>
      <p>This was an important turning point that allowed
gamification to take its role in the Positive Computing
trend.</p>
      <p>
        For example, Walz and Deterding edited a book [
        <xref ref-type="bibr" rid="ref19">28</xref>
        ] in
which several gamification scholars reflected on the
current stage of gamification research and envisioned
how it could evolve to take a role in creating a Gameful
World. Nicholson [
        <xref ref-type="bibr" rid="ref10">19</xref>
        ] suggested a RECIPE that aimed
at facilitating meaningful gamification, i.e., helping
users find meaning and personal connections in a
realworld context, leading to long-term change. Deterding
[5] suggested reflecting on how to design applications
to facilitate Eudaimonia, or living the good life, and to
turn the designers’ point of view from game mechanics
to motivational affordances [6]. McGonigal [
        <xref ref-type="bibr" rid="ref8">17</xref>
        ]
presented SuperBetter, a method aimed at teaching
people how to adopt a gameful mindset to tackle life’s
challenges. A Workshop [
        <xref ref-type="bibr" rid="ref14">23</xref>
        ] was included as part of
the ACM CHI PLAY 2016 Conference program in which
researchers discussed how gamification could affect the
future and engaged in a design fiction exercise aimed
at uncovering new ways to look at the future with
gamification.
2017–2020: Positive Gamification
Beginning 2017 and forward, many researchers began
to study and better understand the long-term effects of
gamification and how they could be applied to aid
human flourishing and improved wellbeing. Additional
investigation also led researchers to understand how
gameful applications could be personalized to be more
effective in helping each particular user [
        <xref ref-type="bibr" rid="ref18">2,27</xref>
        ].
An important factor of success in leading to positive
gamification was a closer partnership with positive
psychology [
        <xref ref-type="bibr" rid="ref16 ref17">25,26</xref>
        ] and medical research, which
enabled gameful designers to aim their applications at
new goals, connected with long-term improvements in
users’ health and wellbeing. By partnering with positive
psychology research, gameful designers were able to
extend the point of view, which was previously focused
mainly on motivation, to include other factors, such as
positive emotions, self-awareness, mindfulness,
empathy, gratitude, compassion, and altruism [3].
Positive psychology research also informed gamification
on the notion that it can potentially be used to help
users identify and develop their character strengths
[
        <xref ref-type="bibr" rid="ref13">22</xref>
        ]. The notion that happiness and life satisfaction
depend on pleasure, engagement, and meaning [
        <xref ref-type="bibr" rid="ref12">21</xref>
        ]
led HCI researchers to begin investigating how
interacting with technology can potentially lead to these
experiences [
        <xref ref-type="bibr" rid="ref9">18</xref>
        ]. Gamification was then becoming
more concerned with helping users adopt a gameful
approach to improving themselves instead of just
focusing on applying game mechanics to improve
engagement with a system or service.
      </p>
      <p>
        By that time, personal informatics systems [
        <xref ref-type="bibr" rid="ref5">14</xref>
        ] began
to evolve into a stage where it was possible to begin
tracking the cognitive capacity of an individual in
addition to their physical condition. At this point,
positive gamification was often employed to try and
increase the user’s motivation to keep track of their
data and increase the number of opportunities to
experience positive emotions, engagement, and
meaning. This also contributed to the overall increase
in wellbeing.
2021–2030: Conscious Evolution
The evolution of gamification into positive gamification
occurred at the end of the 2010s was the first essential
step towards developing a tool that could really help
develop human potential and improve wellbeing.
Nevertheless, positive gamification was still limited by
the fact that many implementations aimed to conduct
the user through the path of their self-improvement.
This often resulted in users failing to take a conscious
approach to their evolution, which ended by hindering
the potential self-improvement that could be achieved.
Therefore, the second turning point occurred during the
2020s when the thought of accomplishing a process of
conscious evolution [8,9] became familiar to the
general population. The process of conscious evolution
consists of a path for self-betterment through the
comprehensive and continued action of one’s
conscience [9], in which the individual must plan and
establish the continuity of his or her own
selfimprovement.
      </p>
      <p>
        As the individuals began to pursue the path of
conscious evolution on their own determination, they
became more aware of the path towards their
flourishing and potential development. Thus, they
began to look at gamification and positive computing in
general as a tool to help them carry out the
determinations of their own will rather than the guide
that would tell them how to improve themselves.
Several studies demonstrated that the process of
conscious evolution, supported by the individual’s own
willpower and using positive gamification and
computing as a tool to help structure their efforts, was
more effective in leading to improved wellbeing than a
process guided by external interventions. At the same
time, researchers learned to employ the resources of
personal informatics to assist the user in their quest for
conscious evolution. Thus, instead of providing the user
with external improvement goals, personal informatics
systems were modified to aid the user in tracking the
betterment of their mental and sensitive systems as a
direct result of the process of conscious evolution.
2031–2060: Gameful Robots
In 2013, a group of robots arrived from the future to
present a historical account of how CHI research led to
the enslavement of humankind by evil robots [
        <xref ref-type="bibr" rid="ref4">13</xref>
        ].
However, they could not expect that their publication
would alter the course of history. Through research on
positive gamification, positive computing, and
conscious evolution, CHI scholars were able to adapt
the robots’ design to instead have them serving
humanity. Researchers realized that robots should not
be able to control human’s actions; instead, robots
should act as tools to aid humans in their quest for
conscious evolution. Then, designers were able to begin
building the gameful and positive robots that nowadays
are present in all households and offices. When
programmed to serve humans, these robots take care
of diverse tasks in order to decrease the cognitive load
of humans. As a result, humans have more free time to
dedicate to their conscious evolution. This was how
humanity was able to alter history and avoid the
timeline described by those robots from the future.
      </p>
    </sec>
    <sec id="sec-3">
      <title>Conclusion</title>
      <p>
        This paper is written as a piece of critical design fiction
[
        <xref ref-type="bibr" rid="ref6">15</xref>
        ]. Thus, its goal is to imagine an account of a
plausible future scenario of gamification research and
application. In particular, we focused on envisioning a
possible path that gamification research could take that
would lead it to effectively being able to help develop
human potential and increase wellbeing in the future.
Particularly, we see gamification and positive
computing in general as tools that can be employed by
an individual who is committed to carrying a process of
conscious evolution by a determination of their own
will. In this scenario, positive computing could
potentially be used to help track the individual’s efforts
towards self-betterment, to frame the obstacles that
could appear as challenges to be overcome with a
gameful attitude, and to share experiences with others.
This scenario carries a greater potential to improve
wellbeing than applications of gamification or positive
computing as external guides of the individual’s
selfbetterment without the participation of one’s
conscience and willpower.
      </p>
      <p>In future publications, we plan to experiment with
possible design frameworks for gameful applications
that could potentially lead to the fictional scenario
described in this paper.</p>
    </sec>
    <sec id="sec-4">
      <title>Acknowledgments</title>
      <p>Gustavo Tondello would like to thank the University of
Waterloo and the National Council for Scientific and
Technological Development of Brazil – CNPq, for his
funding. This work received support from NSERC
(RGPIN-418622-2012) and SSHRC (895-2011-1014,
IMMERSe).</p>
    </sec>
    <sec id="sec-5">
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