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<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Extracting Game Design Elements from Voice-Enabled Games: A Review of Amazon Alexa Skills</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Paula Bräuer</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Florian Werner</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Athanasios Mazarakis</string-name>
          <email>a.mazarakis@zbw.eu</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Kiel University</institution>
          ,
          <addr-line>Christian-Albrechts-Platz 4, Kiel, 24118</addr-line>
          ,
          <country country="DE">Germany</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>ZBW-Leibniz Information Centre for Economics</institution>
          ,
          <addr-line>Düsternbrooker Weg 120, Kiel, 24105</addr-line>
          ,
          <country country="DE">Germany</country>
        </aff>
      </contrib-group>
      <fpage>47</fpage>
      <lpage>56</lpage>
      <abstract>
        <p>Intelligent virtual assistants such as Amazon Alexa, Siri, and Google Assistant are mainly used to request information or play music. However, they can also be used to play voice-enabled games. So far, very little research has looked at this new form of gaming. To fill this research gap, 29 games from the Amazon Alexa Store were systematically studied and compared with the thee-category-model by Werbach and Hunter, identifying which game design elements are used and how frequently. This allowed us to exemplify the differences between the game design elements used in voice-enabled games and those frequently used in video games and gamification. Furthermore, two game categories were identifiable that were correlated with the game design elements. The investigation of the Alexa games can help to draw new conclusions for the further development of voice-enabled games and to provide implications for the gamification of speech-based applications.</p>
      </abstract>
      <kwd-group>
        <kwd>1 Voice Assistant</kwd>
        <kwd>Intelligent Personal Assistant</kwd>
        <kwd>Voice Interaction</kwd>
        <kwd>Gamification</kwd>
        <kwd>Game Design</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <sec id="sec-1-1">
        <title>In recent years, intelligent virtual assistants</title>
        <p>
          (IVAs) such as Amazon Alexa and Google
Assistant have grown in importance in research
and practice [
          <xref ref-type="bibr" rid="ref4">4</xref>
          ]. IVAs enable new forms of
human-machine interaction through spoken
language [
          <xref ref-type="bibr" rid="ref24">24</xref>
          ]. This form of interaction is more
intuitive than the usual mouse and keyboard input
[
          <xref ref-type="bibr" rid="ref26">26</xref>
          ] and offers advantages such as facilitating
multitasking, e.g., when cooking or driving, or
improving accessibility for people with limited
vision. Voice control is also being used as a new
element of interaction in video games, although
this presents some challenges [
          <xref ref-type="bibr" rid="ref2 ref36">2</xref>
          ]. Similar to apps
for smartphones, the functionality of an IVA can
be enhanced by applications from external
developers. These applications for IVAs are often
referred to as "skills" [
          <xref ref-type="bibr" rid="ref18">18</xref>
          ]. As IVAs continue to
improve, new skills are being added to their scope
that goes beyond obtaining weather information
or playing music [
          <xref ref-type="bibr" rid="ref7">7</xref>
          ].
        </p>
        <p>
          Meanwhile, more and more games for IVAs
are being developed. The category "games and
quizzes" now accounts for around 15% of the
skills in the German Alexa Store and is the second
largest of the 21 categories after "music and
audio." Despite this, there is currently minimal
research on games for IVAs found in the literature
[
          <xref ref-type="bibr" rid="ref4">4</xref>
          ].
        </p>
      </sec>
      <sec id="sec-1-2">
        <title>Unlike video games, most voice-controlled</title>
        <p>
          games do not use visual elements. As a result, all
information is conveyed via speech, music, or
other sounds [
          <xref ref-type="bibr" rid="ref28">28</xref>
          ]. This is partly because IVAs are
mostly used via smart speakers, many of which,
like the Amazon Echo Dot or the Google Nest
Mini, do not have a screen. The current crisis at
Amazon, which is struggling with major losses in
the Alexa division [
          <xref ref-type="bibr" rid="ref6">6</xref>
          ], indicates how challenging
it is to make skills appealing. One way to make
skill design more attractive and to motivate more
extensive interactions with an IVA could be
gamification [
          <xref ref-type="bibr" rid="ref23 ref35 ref5 ref8 ref9">5,8,9,23</xref>
          ].
        </p>
        <p>Our study aims to systematically analyze
voice-enabled games to gain insights into which
game design elements are used in the context of
IVAs. Through the analysis, based on the game
design elements used, we hope to derive
implications of which elements are suitable for the
gamification of IVA applications. This leads us to
the research question:</p>
        <p>RQ: What are the dominant game design
elements used in voice-enabled games for
Amazon Alexa?</p>
        <p>To the best of our knowledge, there are
currently no comprehensive studies of Alexa
game skills, therefore our study is pioneering the
field. Chapter two provides some background
information and related work. In the following
chapter, we describe how the games were
classified. The results are presented in the fourth
chapter, and then a discussion follows on how
they can be interpreted. Finally, limitations, future
research, and a conclusion are presented. Building
on these results, we hope to derive
recommendations as to which game design
elements are particularly well suited for the design
of voice-based games and possibly also for the
gamification of voice-based applications.</p>
      </sec>
    </sec>
    <sec id="sec-2">
      <title>2. Related Work</title>
      <sec id="sec-2-1">
        <title>In the literature, games for IVAs have received</title>
        <p>
          relatively little attention. A paper by Benner et al.
[
          <xref ref-type="bibr" rid="ref5">5</xref>
          ] addresses the development of a framework for
the gamification of educational conversational
agents. For the framework, existing literature on
chatbots and conversational agents was examined.
These technologies also work with speech
recognition but are based on written and not
spoken language as IVAs. Accordingly, a screen
is used to integrate classical visual game design
elements, which is not possible with most smart
speakers.
        </p>
        <p>
          Cicció and Quesada [
          <xref ref-type="bibr" rid="ref15">15</xref>
          ] present a framework
to assist in creating games for IVAs. The
framework is based on the game development
experiences of the authors and distinguishes four
components: game design, audio game manager,
natural language processor, and help modules.
The last three components represent technical
aspects that need to be considered to enable audio
game control as well as speech input. The game
design includes five elements: game mechanics,
goals, story, rewards, and user progression. The
authors define game mechanics "as the way
players interact and give input to the game" [
          <xref ref-type="bibr" rid="ref15">15</xref>
          ].
The framework provides a good starting point, but
the set of proposed game design elements seems
very limited compared to other frameworks from
the gamification field [
          <xref ref-type="bibr" rid="ref20 ref31 ref32">20,31,32</xref>
          ].
        </p>
        <p>
          To the best of our knowledge, no work has
systematically analyzed which game design
elements are used in games or gamified
applications for IVAs. However, several papers
have studied gamified apps for smartphones
[
          <xref ref-type="bibr" rid="ref14 ref30 ref33">14,30,33</xref>
          ].
        </p>
        <p>
          One example is the work of
SchmidtKraepelin et al. [
          <xref ref-type="bibr" rid="ref29">29</xref>
          ], who focus on mHealth apps
and investigate which gamification concepts can
be found in different apps. In addition to capturing
the game design elements found in the apps
studied, the authors also look at the relationship
between the number of game design elements and
user ratings. For apps from the Apple Store, a
positive correlation was found between user
ratings and the number of game design elements.
        </p>
        <p>
          Existing app reviews are either based on apps
from the Google Play Store or Apple Store [
          <xref ref-type="bibr" rid="ref29 ref33">29,33</xref>
          ]
or on existing literature [
          <xref ref-type="bibr" rid="ref14 ref30">14,30</xref>
          ]. Since no
literature exists so far, an analysis of IVA skills is
performed for our study. To systematically
analyze which game design elements can already
be found in game skills, an existing model will be
used. Werbach and Hunter [
          <xref ref-type="bibr" rid="ref32">32</xref>
          ] describe a
threecategory model, which is one of the best-known
gamification frameworks [
          <xref ref-type="bibr" rid="ref17 ref27">17,27</xref>
          ] with over 4000
citations on Google Scholar. The authors divide
30 elements in their model into three hierarchical
categories, which are illustrated in the form of a
pyramid. Dynamics represent the top level of the
model and are described as the overall picture of
a gamified application that cannot necessarily be
directly influenced [
          <xref ref-type="bibr" rid="ref32">32</xref>
          ]. The mechanics are the
model's intermediate level and are designed to
depict basic operations in a gamified application
[
          <xref ref-type="bibr" rid="ref32">32</xref>
          ]. Finally, the components serve as the model's
foundation. They represent the specification of
mechanics and dynamics they embody them and
make them tangible [
          <xref ref-type="bibr" rid="ref32">32</xref>
          ]. An overview of all 30
elements and their allocation to the three
categories of the model is shown in Table 1.
        </p>
        <p>
          This model by Werbach and Hunter will be
used to answer our research question and review
IVA games because it is a common model used in
gamification research [
          <xref ref-type="bibr" rid="ref17 ref27">17,27</xref>
          ]. Moreover, it
provides a relatively wide range of systematically
constructed elements, and each element is at least
minimally described, which is essential for a
consistent classification of the games.
        </p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>3. Method</title>
    </sec>
    <sec id="sec-4">
      <title>3.1. Selection of skills</title>
      <sec id="sec-4-1">
        <title>In our study, only skills from the Amazon</title>
        <p>
          Alexa Store were examined since Amazon Alexa
is the most widely used smart speaker worldwide
[
          <xref ref-type="bibr" rid="ref10">10</xref>
          ]. In addition, Google Assistant, the largest
competitor of Amazon Alexa, only suggested
around 20 applications in the "games and fun"
category2. In contrast, an examination of the
"games and quizzes" category in the Amazon
Alexa Store suggested more than five hundred
times the number of skills3.
        </p>
        <p>The selection of the Alexa skills to be studied
was made on December 2021. For the analysis,
the potential Alexa skills were narrowed down by
first focusing on the German Alexa skill market.
The German Alexa market was selected to prevent
misunderstandings and problems with speech
recognition, as the native language of the testers
is German. By the time of data collection, the
German Amazon Alexa Store provided more than
10,000 skills. Next, the selection of Alexa skills is
focused on the "games and quizzes" category.
This category consists of three subcategories:
"games," "knowledge and quiz" and "game
information and accessories." The last category
does not contain any games and is therefore
excluded. The remaining two categories
contained 1,570 Alexa skills.</p>
        <p>These 1,570 Alexa skills were sorted in
descending order by customer rating. This list was
reduced to the top 45 rated games. The top 45 list
still contained Alexa skills that were assigned to
the wrong category by the developers. After
reading the Alexa skill descriptions and testing the
skills, these were also removed from our analysis.
This reduced the number of Alexa skills to be
reviewed to 29. The selection process for the
Alexa skills for analysis depicts Figure 1. The list
of Alexa skills with their respective user ratings
and classification according to the Amazon Store
can be found in the appendix.
3.2. Game
classification
design
element</p>
      </sec>
      <sec id="sec-4-2">
        <title>Next, each Alexa skill of the sample was</title>
        <p>
          classified regarding the model by Werbach and
Hunter [
          <xref ref-type="bibr" rid="ref32">32</xref>
          ]. To reduce classification subjectivity,
each Alexa skill on the list was played
individually and independently on an Alexa Echo
Dot 2 by two researchers. In addition, an informal
script was created during testing. The plot of the
game and special features are documented in this
script. There were two rounds of classification:
one while playing each game and a second one
using the script. The researchers merely classified
whether a given game design element was applied
but not to what extent or quality it was
implemented. After several days, each game was
started again from the beginning. If no additional
game design element was identified after another
run, the game was not played again. This resulted
in an evaluation table for each researcher that
described which game contained which game
design elements.
        </p>
        <p>
          Inter-coder reliability was measured using
Cohen's Kappa. A Cohen's Kappa coefficient of
.64 was calculated overall. Thus, a substantial
level of agreement between coders was achieved
following established guidelines [
          <xref ref-type="bibr" rid="ref22">22</xref>
          ].
        </p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>4. Results</title>
      <p>
        All the 29 Alexa skills examined contained at
least one of the game design elements according
to Werbach and Hunter's model [
        <xref ref-type="bibr" rid="ref32">32</xref>
        ]. The overall
mean value of the implemented game design
elements was 6.97 per Alexa skill, with a standard
3 https://www.amazon.de/s?bbn=10068461031&amp;rh=n%3A1006846
0031%2Cn%3A10536644031&amp;dc&amp;qid=1672997334&amp;rnid=10068
461031&amp;ref=lp_10068461031_nr_n_18
deviation of 2.92. A maximum of 16 and a
minimum of three game design elements were
identified in individual Alexa skills. Looking at
the three categories of the model, on average 2.31
(SD 0.71) dynamics, 2.86 (SD 1.41) mechanics,
and 1.79 (SD 1.86) components are found per
Alexa skill. Table 1 summarizes the frequency at
which the individual elements were discovered.
(roughly translated as “heroism for beginners”),
where the players can achieve eight different
endings by their decisions.
      </p>
      <p>The second type are quiz games. In the
Amazon Alexa Store as well, the distinction
between games and quizzes is made, suggesting
that quizzes take on a special role in voice-enabled
games. These quiz games consist of a varying
number of questions that the user has to answer.
The questions in such a quiz can vary daily, as in
"Quiz des Tages", which could possibly motivate
users to interact with the Alexa skill regularly.
Thirteen of the Alexa Skills examined could be
assigned to the "narrative game" category and
another thirteen to the "quiz game" category. The
three remaining skills from the sample cannot be
assigned to either category but also do not form a
recognizable category of their own. The list of
Alexa skills classified into narrative and quiz
games can be found in the Appendix.</p>
      <p>
        A statistical analysis shows the correlations
between the two types of games and the game
design elements, according to Werbach and
Hunter [
        <xref ref-type="bibr" rid="ref32">32</xref>
        ]. The data was initially checked for
normal distribution. The Shapiro-Wilk test
becomes statistically significant for all variables,
so the data are not normally distributed, and a
nonparametric test (Spearman correlation) is applied
for further analyses. Since all game design
elements were correlated with the two game types
in this exploratory analysis, the alpha level was set
to .001 using the Bonferroni correction.
      </p>
      <p>Of the dynamics, the narrative element
correlates with a strongly positive effect with the
group of games we assigned to narratives,
p &lt; .001, rs = 0.93. The Quiz games, on the other
hand, correlate strongly negatively with the
narrative dynamic, p &lt; .001, rs = -0.76.</p>
      <p>Of the mechanics, narrative games and
resource acquisition correlate with a large
positive effect, p = .001, rs = 0.57.</p>
      <p>Of the group of components, a statistically
significant correlation was demonstrated for two
of the items with the narrative games: avatar
correlated with a large positive effect, p &lt; .001,
rs = 0.93, and quest also correlated with a large
positive effect, p &lt; .001, rs = 0.86. The quiz
games correlate with two of the components:
avatar with a medium negative effect, p &lt; .001,
rs = - 0.48, and quest with a strong negative effect,
p = .001, rs = - 0.67.</p>
      <p>
        Following Schmidt-Kraepelin et al. [
        <xref ref-type="bibr" rid="ref29">29</xref>
        ], it is
hypothesized that user ratings are influenced by
the number of game design elements. To
investigate whether there is a correlation between
the number of game design elements found and
the user ratings, it was first checked whether the
data are normally distributed. Both variables are
not normally distributed according to the
ShapiroWilk test: Sum of game design elements p = .004;
user rating p &lt; .001. Therefore, again a
nonparametric test was used. The Spearman
correlation does not become statistically
significant, and we can assume that there is no
correlation between the number of game design
elements and user rating, p = .103, rs = - 0.31.
Likewise, no statistically significant correlation
could be found between the sum of game design
elements and the number of user ratings, p = .674,
rs = 0.08.
      </p>
    </sec>
    <sec id="sec-6">
      <title>5. Discussion</title>
      <sec id="sec-6-1">
        <title>It is noticeable that the more specific the</title>
        <p>
          description of the individual elements of Werbach
and Hunter [
          <xref ref-type="bibr" rid="ref32">32</xref>
          ] are, the more rarely they occur in
our analysis. The dynamics and mechanics, which
are described in general terms by Werbach and
Hunter, occur more frequently in our analysis than
the components. The components, which are
specified very precisely, can be found only in a
few, partly in none of the Alexa skills. An
example of this is the challenge mechanic and the
boss fight component. In the case of the boss fight,
it is precisely defined as a specific challenge and
in which form it occurs. Therefore, it is
unsurprising that this precisely defined
component only occurs in three games. While the
mechanic challenge is far more generally defined
and therefore was discovered much more
frequently, specifically in 28 out of 29 games.
        </p>
        <p>
          According to Werbach and Hunter [
          <xref ref-type="bibr" rid="ref32">32</xref>
          ], the
higher levels of their model should be
implemented by those below, as in the example
above. However, this is not always the case in our
sample. Thus, seven games appear in the sample
that contain elements from the group of dynamics
and mechanics but none of the components. This
leads to the conclusion that either there are not
enough components for audio games in Werbach
and Hunter's model or that the three categories do
not apply to audio games.
        </p>
        <p>It is also intriguing that only one game
included the dynamic relationships. This can be
attributed to the fact that Alexa games are often
single-player games. Therefore it is especially
challenging to implement this dynamic. In our
sample, the dynamic relationships could only be
identified in the Alexa skill "Das Fußball</p>
        <p>Tippspiel." In this game, the user can bet against
another player in a real soccer match. The
dynamic relationships is thus implemented
through the mechanic competition. In the tested
narrative games, the player's task consists of
options to choose from or puzzles that lead the
player through the narrative. There is no
opponent, so the players only complete the tasks
to go on. To implement competition in a
voiceenabled game, for example, a fictional opponent
could be introduced, or there could be the
possibility to let several players interact with the
game at once. This could be done, for example, by
making turn-based decisions about how different
players move through the story. Other elements
that could be used to implement relationships
could be considered, e.g., the components combat,
gift, leaderboard, team, and social graph. These
components appear sporadically in our sample.
However, the implementation of the components
was not very appealing, so no feeling of a
relationship could be perceived during testing.</p>
        <p>
          Several games implementing a competitive
design were found in the sample, and on the other
hand, not one cooperative game was identified.
Cooperation seems to be a difficult concept to
apply in the context of IVAs, which may explain
why it was not found in our sample. Bräuer and
Mazarakis [
          <xref ref-type="bibr" rid="ref8">8</xref>
          ] also attempted to compare a
cooperative gamification approach in an IVA
application with a competitive one. However, no
differences could be found, which was attributed,
among other things, to the fact that the
cooperative and competitive aspects should be
emphasized more clearly.
        </p>
        <p>
          A remarkable aspect of our sample is the rare
occurrence of game design elements like badges
and levels [
          <xref ref-type="bibr" rid="ref21">21</xref>
          ], which are typically included in
many games and gamified apps. Badges are
digital artifacts that users receive for completing
certain tasks [
          <xref ref-type="bibr" rid="ref3">3</xref>
          ]. They are explicitly represented
visually [
          <xref ref-type="bibr" rid="ref13">13</xref>
          ]. This visual representation is not
possible in voice-enabled games, which explains
why the game design element does not appear in
our sample. A non-visual alternative to badges is
achievements, which are often equated with
badges since both are awarded to the user for
completing certain tasks [
          <xref ref-type="bibr" rid="ref21">21</xref>
          ]. However, in our
sample, we do not find any games that include
achievements either. It is possible that the
implementation of achievements through spoken
language is too distracting and is therefore not
used in voice-enabled games.
        </p>
        <p>
          Levels, which are also frequently used in other
contexts, do not necessarily require a visual
component but are dependent on the player's
progress [
          <xref ref-type="bibr" rid="ref34">34</xref>
          ]. Levels can be expressed in terms of
missions that are completed to reach the end of the
game, increasing difficulty, or an improvement in
the player's experience and skills [
          <xref ref-type="bibr" rid="ref19">19</xref>
          ]. However,
no form of progress was evident in most of the
games studied. This lack of progress can be
attributed to the brevity of most games.
        </p>
        <p>
          Our study offers added value as a complement
to the audio game framework of Ciccío and
Quesada [
          <xref ref-type="bibr" rid="ref15">15</xref>
          ]. The framework provides a good
basis to guide developers in creating audio games.
However, the framework offers only a small set of
game design elements. Building on our work, the
list of five elements presented in the framework
can be extended. For example, quests, avatars,
virtual goods, or points could be dynamics that are
well-suited to be used in voice-enabled games.
Furthermore, it seems that all the mechanics can
be implemented well, except for cooperation.
        </p>
        <p>
          Unlike Schmidt-Kraepelin et al. [
          <xref ref-type="bibr" rid="ref29">29</xref>
          ], no
correlation between the number of game design
elements and the user rating of the Alexa skills
could be demonstrated. This could be attributed to
the fact that our sample consisted of games and
not gamified mHealth apps. In a game, unlike a
gamified application, the focus is not only on
using game design elements but also on creating a
gameful experience [
          <xref ref-type="bibr" rid="ref16">16</xref>
          ]. Thus, it can be assumed
that a successful interaction of the elements has a
stronger influence on how well a game is
evaluated. Therefore, in gamified apps, it makes
sense to consider whether the integration of more
game design elements positively influences the
evaluation of the application since the actual
application should be complemented by adding
game design elements. In gamification research,
using multiple game design elements is not
unusual but not entirely free of criticism [
          <xref ref-type="bibr" rid="ref23">23</xref>
          ].
        </p>
        <p>A closer look at the two types of games
identified during testing reveals how games for
IVAs are currently implemented. By correlating
the two types of games with the game design
elements, implications can also be derived on how
narrative and quiz games can be realized.</p>
        <p>Narrative games are characterized by the
narrative dynamic. There is a significant
correlation with the game design element avatar
as well. In narrative games, the player mostly
moves through a game world. In this world, the
player takes over a role that is embodied by an
avatar. As this avatar, the player can act in the
game world. The avatar usually has one or more
quests, which the player should fulfill to reach the
end of the game. This is also evident in the
positive correlation between narrative games and
the quest element. A positive correlation among
narrative games can also be seen in the game
design element resource acquisition. The player
sometimes acquires items in the game world that
can be relevant later on in the narrative. An
example is the skill "Escape Room," where the
player can unlock a crowbar that can be used to
gain access to further items in the game.</p>
        <p>The negative link between quiz games and the
narrative dynamic, as well as with the elements
avatar and quests, supports the classification of
games into these two types. In most quiz games,
there is no game world for the players to explore.
Consequently, designing an avatar to represent
the player in the virtual world is not necessary. No
quests are defined, only questions are asked and
answered without a more profound mission. Quiz
games usually seem to follow a constant pattern.
First, a question is asked, and the player can
answer. Afterward, the player gets feedback on
whether the answer is right or wrong. If the
answer is correct, the player sometimes gets a
reward. It is also possible to punish the player for
wrong answers, e.g., by deducting points. Then
usually, a new turn begins with another question.</p>
        <p>It is also noticeable that, according to our
classification, significantly more games can be
assigned to quizzes than specified in the Alexa
Store categories (we assigned 13 compared to four
in the Alexa store). In this sample, the division of
games into the two types was very clear.
Nevertheless, quiz, and narrative games need not
always to represent two disjoint sets. For example,
it would be perfectly possible to combine a quiz
with a narrative.</p>
        <p>The three games that cannot be assigned to one
of the two types have some real-world reference.
One is the previously described game “Das
Fußball Tippspiel.” The other two are old
children's games: “Schnick Schnack Schnuck”
(rock paper scissors), where the player can
compete against Alexa or other users in the hand
game by choosing orally one of the three shapes.
In the game “Stopptanz,” players dance around
the room and must stop moving when the music
stops. Whoever moves last is kicked out.</p>
        <p>Most of the Alexa skills are relatively simple,
which is not surprising given the technical
limitations taken into account in IVA
development. For example, push notifications
cannot usually be sent to remind the player to
come back. In addition to limiting the output to
audio, designing the input is challenging, as all
inputs are state-dependent. For example, inputting
"yes" in one state will cause the game to end, and
in another state, the avatar will put on his armor.</p>
      </sec>
    </sec>
    <sec id="sec-7">
      <title>6. Limitations and future research</title>
      <p>
        A limiting factor of our study is the
categorization, according to Werbach and Hunter
[
        <xref ref-type="bibr" rid="ref32">32</xref>
        ]. The model was chosen due to its spread,
relatively large number of elements, systematic
structure, and the provision of descriptions of the
elements. There is, however, a multiplicity of
further models on the basis that one could try to
classify voice-enabled games. Particularly from
the category of components, some elements do not
appear at all in our sample and may not fit the
audio context, such as badges. Other models
could possibly offer more components that are
better implemented without visual support. For
example, Thiebes et al. [
        <xref ref-type="bibr" rid="ref31">31</xref>
        ] mention audio
feedback in addition to classical feedback.
Koivisto and Hamari [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ] identify other elements
that can be implemented acoustically, such as
timer, reminder, and virtual world.
      </p>
      <p>
        Another limitation is the restriction to
German-language Alexa skills. Voice assistants
are more widely used in the USA than in Germany
[
        <xref ref-type="bibr" rid="ref11 ref12">11,12</xref>
        ]. Accordingly, there are significantly more
skills in the US Alexa Store. By looking at the
English-language Alexa skills, a significantly
larger sample of games could be examined.
      </p>
      <p>In our study, the focus was put on Alexa skills
that can be found among the top-rated ones to get
an impression of which game design elements are
particularly suitable. In further studies, games
rated lower could also be considered for
comparison. This could provide insights into
which game design elements might be unsuitable
and disrupt the game experience.</p>
      <p>
        In video games auditory icons and earcons are
additional options to convey information via
audio [
        <xref ref-type="bibr" rid="ref25">25</xref>
        ]. These can also be used to illustrate
information like the advancement in a level or the
unlocking of a badge. A follow-up study could
look at how these are used in IVA games.
      </p>
      <p>Another way to expand on our study would be
to examine the game types more. For example, it
could be considered whether other game types can
be identified in a larger sample, complementary to
narrative or quiz games. In addition, the three
games in our sample that have yet to be assigned
could serve as a possible reference point.</p>
      <p>One challenge our study faced was the
sometimes very buggy implementation of the
games, even though they were among the highest
ranked in the German Amazon Alexa store. Errors
included outdated information in quiz games or
technical problems that caused the games to crash.
This made testing difficult since the games had to
be started from the beginning repeatedly, which
made playing the games challenging.</p>
      <p>
        Another issue was that in some cases, Alexa
did not understand every voice input correctly, or
what was said could not be realized in the game.
This resulted in some sections of games not being
able to be explored or game variations only being
minimally tested. Currently, many voice-enabled
games have not yet met the expectations seen in
science fiction examples [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. However, the
potential of voice-enabled games is already
emerging, and through systematic investigation,
the design can be steadily improved.
      </p>
    </sec>
    <sec id="sec-8">
      <title>7. Conclusion</title>
      <sec id="sec-8-1">
        <title>In our study, a systematic analysis of game</title>
        <p>design elements in voice-enabled games for
Amazon Alexa was conducted. The analysis
shows which game design elements are used how
often. Based on this, initial implications can be
derived as to which game design elements are
particularly good to implement in the context of
IVAs, such as narrative, feedback, points, or
quests, and which ones rather not, such as badges
and levels. The results give a first impression of
how gamification could be designed in the context
of IVAs. At the same time, the results show that
IVA games are mostly designed as either quizzes
or narratives. Further studies could investigate
which other game design elements, especially
from the field of audio games, are used in the
context of IVAs.</p>
      </sec>
    </sec>
    <sec id="sec-9">
      <title>8. References</title>
      <p>Name of the skill</p>
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