=Paper= {{Paper |id=Vol-3405/paper5 |storemode=property |title= Extracting game design elements from voice-enabled games: A review of Amazon Alexa skills |pdfUrl=https://ceur-ws.org/Vol-3405/paper5.pdf |volume=Vol-3405 |authors=Paula Bräuer, Florian Werner,Athanasios Mazarakis |dblpUrl=https://dblp.org/rec/conf/gamifin/Brauer0M23 }} == Extracting game design elements from voice-enabled games: A review of Amazon Alexa skills== https://ceur-ws.org/Vol-3405/paper5.pdf
Extracting Game Design Elements from Voice-Enabled Games:
A Review of Amazon Alexa Skills
Paula Bräuer 1, Florian Werner 1 and Athanasios Mazarakis 2
1
    Kiel University, Christian-Albrechts-Platz 4, Kiel, 24118, Germany
2
    ZBW-Leibniz Information Centre for Economics, Düsternbrooker Weg 120, Kiel, 24105, Germany


                 Abstract
                 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.

                 Keywords 1
                 Voice Assistant, Intelligent Personal Assistant, Voice Interaction, Gamification, Game Design


1. Introduction                                                                                   that goes beyond obtaining weather information
                                                                                                  or playing music [7].
                                                                                                      Meanwhile, more and more games for IVAs
    In recent years, intelligent virtual assistants
                                                                                                  are being developed. The category "games and
(IVAs) such as Amazon Alexa and Google
                                                                                                  quizzes" now accounts for around 15% of the
Assistant have grown in importance in research
                                                                                                  skills in the German Alexa Store and is the second
and practice [4]. IVAs enable new forms of
                                                                                                  largest of the 21 categories after "music and
human-machine interaction through spoken
                                                                                                  audio." Despite this, there is currently minimal
language [24]. This form of interaction is more
                                                                                                  research on games for IVAs found in the literature
intuitive than the usual mouse and keyboard input
                                                                                                  [4].
[26] and offers advantages such as facilitating
                                                                                                      Unlike video games, most voice-controlled
multitasking, e.g., when cooking or driving, or
                                                                                                  games do not use visual elements. As a result, all
improving accessibility for people with limited
                                                                                                  information is conveyed via speech, music, or
vision. Voice control is also being used as a new
                                                                                                  other sounds [28]. This is partly because IVAs are
element of interaction in video games, although
                                                                                                  mostly used via smart speakers, many of which,
this presents some challenges [2]. Similar to apps
                                                                                                  like the Amazon Echo Dot or the Google Nest
for smartphones, the functionality of an IVA can
                                                                                                  Mini, do not have a screen. The current crisis at
be enhanced by applications from external
                                                                                                  Amazon, which is struggling with major losses in
developers. These applications for IVAs are often
                                                                                                  the Alexa division [6], indicates how challenging
referred to as "skills" [18]. As IVAs continue to
                                                                                                  it is to make skills appealing. One way to make
improve, new skills are being added to their scope
                                                                                                  skill design more attractive and to motivate more

7th International GamiFIN Conference 2023 (GamiFIN 2023),
April 18-21, 2023, Lapland, Finland.
EMAIL: p.braeuer@zbw.eu (A. 1); a.mazarakis@zbw.eu (A. 3)
ORCID: 0000-0001-5903-8829 (A. 1); 0000-0001-9943-0382 (A.
3)
             ©️ 2023 Copyright for this paper by its authors. Use permitted under Creative
             Commons License Attribution 4.0 International (CC BY 4.0).

             CEUR Workshop Proceedings (CEUR-WS.org)




                                                                                             47
extensive interactions with an IVA could be                  authors define game mechanics "as the way
gamification [5,8,9,23].                                     players interact and give input to the game" [15].
    Our study aims to systematically analyze                 The framework provides a good starting point, but
voice-enabled games to gain insights into which              the set of proposed game design elements seems
game design elements are used in the context of              very limited compared to other frameworks from
IVAs. Through the analysis, based on the game                the gamification field [20,31,32].
design elements used, we hope to derive                          To the best of our knowledge, no work has
implications of which elements are suitable for the          systematically analyzed which game design
gamification of IVA applications. This leads us to           elements are used in games or gamified
the research question:                                       applications for IVAs. However, several papers
    RQ: What are the dominant game design                    have studied gamified apps for smartphones
elements used in voice-enabled games for                     [14,30,33].
Amazon Alexa?                                                    One example is the work of Schmidt-
    To the best of our knowledge, there are                  Kraepelin et al. [29], who focus on mHealth apps
currently no comprehensive studies of Alexa                  and investigate which gamification concepts can
game skills, therefore our study is pioneering the           be found in different apps. In addition to capturing
field. Chapter two provides some background                  the game design elements found in the apps
information and related work. In the following               studied, the authors also look at the relationship
chapter, we describe how the games were                      between the number of game design elements and
classified. The results are presented in the fourth          user ratings. For apps from the Apple Store, a
chapter, and then a discussion follows on how                positive correlation was found between user
they can be interpreted. Finally, limitations, future        ratings and the number of game design elements.
research, and a conclusion are presented. Building               Existing app reviews are either based on apps
on these results, we hope to derive                          from the Google Play Store or Apple Store [29,33]
recommendations as to which game design                      or on existing literature [14,30]. Since no
elements are particularly well suited for the design         literature exists so far, an analysis of IVA skills is
of voice-based games and possibly also for the               performed for our study. To systematically
gamification of voice-based applications.                    analyze which game design elements can already
                                                             be found in game skills, an existing model will be
2. Related Work                                              used. Werbach and Hunter [32] describe a three-
                                                             category model, which is one of the best-known
                                                             gamification frameworks [17,27] with over 4000
    In the literature, games for IVAs have received          citations on Google Scholar. The authors divide
relatively little attention. A paper by Benner et al.        30 elements in their model into three hierarchical
[5] addresses the development of a framework for             categories, which are illustrated in the form of a
the gamification of educational conversational
                                                             pyramid. Dynamics represent the top level of the
agents. For the framework, existing literature on            model and are described as the overall picture of
chatbots and conversational agents was examined.             a gamified application that cannot necessarily be
These technologies also work with speech                     directly influenced [32]. The mechanics are the
recognition but are based on written and not                 model's intermediate level and are designed to
spoken language as IVAs. Accordingly, a screen               depict basic operations in a gamified application
is used to integrate classical visual game design            [32]. Finally, the components serve as the model's
elements, which is not possible with most smart              foundation. They represent the specification of
speakers.                                                    mechanics and dynamics they embody them and
    Cicció and Quesada [15] present a framework              make them tangible [32]. An overview of all 30
to assist in creating games for IVAs. The                    elements and their allocation to the three
framework is based on the game development                   categories of the model is shown in Table 1.
experiences of the authors and distinguishes four                This model by Werbach and Hunter will be
components: game design, audio game manager,                 used to answer our research question and review
natural language processor, and help modules.                IVA games because it is a common model used in
The last three components represent technical                gamification research [17,27]. Moreover, it
aspects that need to be considered to enable audio           provides a relatively wide range of systematically
game control as well as speech input. The game               constructed elements, and each element is at least
design includes five elements: game mechanics,               minimally described, which is essential for a
goals, story, rewards, and user progression. The
                                                             consistent classification of the games.



                                                        48
3. Method                                                         These 1,570 Alexa skills were sorted in
                                                              descending order by customer rating. This list was
3.1. Selection of skills                                      reduced to the top 45 rated games. The top 45 list
                                                              still contained Alexa skills that were assigned to
    In our study, only skills from the Amazon                 the wrong category by the developers. After
Alexa Store were examined since Amazon Alexa                  reading the Alexa skill descriptions and testing the
is the most widely used smart speaker worldwide               skills, these were also removed from our analysis.
[10]. In addition, Google Assistant, the largest              This reduced the number of Alexa skills to be
competitor of Amazon Alexa, only suggested                    reviewed to 29. The selection process for the
around 20 applications in the "games and fun"                 Alexa skills for analysis depicts Figure 1. The list
category2. In contrast, an examination of the                 of Alexa skills with their respective user ratings
"games and quizzes" category in the Amazon                    and classification according to the Amazon Store
Alexa Store suggested more than five hundred                  can be found in the appendix.
times the number of skills3.
    The selection of the Alexa skills to be studied
was made on December 2021. For the analysis,
                                                              3.2. Game                design            element
the potential Alexa skills were narrowed down by              classification
first focusing on the German Alexa skill market.
The German Alexa market was selected to prevent                   Next, each Alexa skill of the sample was
misunderstandings and problems with speech                    classified regarding the model by Werbach and
recognition, as the native language of the testers            Hunter [32]. To reduce classification subjectivity,
is German. By the time of data collection, the                each Alexa skill on the list was played
German Amazon Alexa Store provided more than                  individually and independently on an Alexa Echo
10,000 skills. Next, the selection of Alexa skills is         Dot 2 by two researchers. In addition, an informal
focused on the "games and quizzes" category.                  script was created during testing. The plot of the
This category consists of three subcategories:                game and special features are documented in this
"games," "knowledge and quiz" and "game                       script. There were two rounds of classification:
information and accessories." The last category               one while playing each game and a second one
does not contain any games and is therefore                   using the script. The researchers merely classified
excluded. The remaining two categories                        whether a given game design element was applied
contained 1,570 Alexa skills.                                 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.
                                                                  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 [22].

                                                              4. Results
                                                                 All the 29 Alexa skills examined contained at
                                                              least one of the game design elements according
                                                              to Werbach and Hunter's model [32]. The overall
Figure 1: Flowchart of the Alexa skill selection              mean value of the implemented game design
                                                              elements was 6.97 per Alexa skill, with a standard

2                                                             3
    https://assistant.google.com/explore/c/5/?hl=de-DE          https://www.amazon.de/s?bbn=10068461031&rh=n%3A1006846
                                                              0031%2Cn%3A10536644031&dc&qid=1672997334&rnid=10068
                                                              461031&ref=lp_10068461031_nr_n_18




                                                         49
deviation of 2.92. A maximum of 16 and a                  (roughly translated as “heroism for beginners”),
minimum of three game design elements were                where the players can achieve eight different
identified in individual Alexa skills. Looking at         endings by their decisions.
the three categories of the model, on average 2.31            The second type are quiz games. In the
(SD 0.71) dynamics, 2.86 (SD 1.41) mechanics,             Amazon Alexa Store as well, the distinction
and 1.79 (SD 1.86) components are found per               between games and quizzes is made, suggesting
Alexa skill. Table 1 summarizes the frequency at          that quizzes take on a special role in voice-enabled
which the individual elements were discovered.            games. These quiz games consist of a varying
                                                          number of questions that the user has to answer.
Table 1: List of elements according to Werbach            The questions in such a quiz can vary daily, as in
and Hunter and the frequency at which they were           "Quiz des Tages", which could possibly motivate
found in the 29 Alexa games analyzed.                     users to interact with the Alexa skill regularly.
     Game Design Element            Number of             Thirteen of the Alexa Skills examined could be
                                      Games               assigned to the "narrative game" category and
     Dynamics                                             another thirteen to the "quiz game" category. The
        Constraints                     25                three remaining skills from the sample cannot be
        Emotions                        29                assigned to either category but also do not form a
        Narrative                       13                recognizable category of their own. The list of
        Progression                      1                Alexa skills classified into narrative and quiz
        Relationships                    1                games can be found in the Appendix.
     Mechanics                                                A statistical analysis shows the correlations
        Challenges                      26                between the two types of games and the game
        Chance                           5                design elements, according to Werbach and
        Competition                     12                Hunter [32]. The data was initially checked for
        Cooperation                      0                normal distribution. The Shapiro-Wilk test
        Feedback                        18                becomes statistically significant for all variables,
        Resource Acquisition             6                so the data are not normally distributed, and a non-
        Rewards                          4                parametric test (Spearman correlation) is applied
        Transactions                     1                for further analyses. Since all game design
        Turns                            3                elements were correlated with the two game types
        Win States                       9                in this exploratory analysis, the alpha level was set
     Components                                           to .001 using the Bonferroni correction.
        Achievements                     0                    Of the dynamics, the narrative element
        Avatars                         12                correlates with a strongly positive effect with the
        Badges                           0                group of games we assigned to narratives,
        Boss Fights                      1                p < .001, rs = 0.93. The Quiz games, on the other
        Collections                      0                hand, correlate strongly negatively with the
        Combat                           1                narrative dynamic, p < .001, rs = -0.76.
        Content Unlocking                1                    Of the mechanics, narrative games and
        Gifting                          0                resource acquisition correlate with a large
        Leaderboards                     3                positive effect, p = .001, rs = 0.57.
        Levels                           1                    Of the group of components, a statistically
        Points                           7                significant correlation was demonstrated for two
        Quests                          13                of the items with the narrative games: avatar
        Social Graphs                    3                correlated with a large positive effect, p < .001,
        Teams                            1                rs = 0.93, and quest also correlated with a large
        Virtual Goods                    9                positive effect, p < .001, rs = 0.86. The quiz
   Two types of games could be identified during          games correlate with two of the components:
the testing of the Alexa skills. Some games are           avatar with a medium negative effect, p < .001,
characterized by the game design element                  rs = - 0.48, and quest with a strong negative effect,
narrative. Generally, the players are guided              p = .001, rs = - 0.67.
through a story and can make decisions at various             Following Schmidt-Kraepelin et al. [29], it is
points influencing the course of action. An               hypothesized that user ratings are influenced by
example is the game "Heldentum für Anfänger"              the number of game design elements. To
                                                          investigate whether there is a correlation between



                                                     50
the number of game design elements found and                Tippspiel." In this game, the user can bet against
the user ratings, it was first checked whether the          another player in a real soccer match. The
data are normally distributed. Both variables are           dynamic relationships is thus implemented
not normally distributed according to the Shapiro-          through the mechanic competition. In the tested
Wilk test: Sum of game design elements p = .004;            narrative games, the player's task consists of
user rating p < .001. Therefore, again a non-               options to choose from or puzzles that lead the
parametric test was used. The Spearman                      player through the narrative. There is no
correlation does not become statistically                   opponent, so the players only complete the tasks
significant, and we can assume that there is no             to go on. To implement competition in a voice-
correlation between the number of game design               enabled game, for example, a fictional opponent
elements and user rating, p = .103, rs = - 0.31.            could be introduced, or there could be the
Likewise, no statistically significant correlation          possibility to let several players interact with the
could be found between the sum of game design               game at once. This could be done, for example, by
elements and the number of user ratings, p = .674,          making turn-based decisions about how different
rs = 0.08.                                                  players move through the story. Other elements
                                                            that could be used to implement relationships
5. Discussion                                               could be considered, e.g., the components combat,
                                                            gift, leaderboard, team, and social graph. These
                                                            components appear sporadically in our sample.
    It is noticeable that the more specific the             However, the implementation of the components
description of the individual elements of Werbach           was not very appealing, so no feeling of a
and Hunter [32] are, the more rarely they occur in          relationship could be perceived during testing.
our analysis. The dynamics and mechanics, which                 Several games implementing a competitive
are described in general terms by Werbach and               design were found in the sample, and on the other
Hunter, occur more frequently in our analysis than          hand, not one cooperative game was identified.
the components. The components, which are
                                                            Cooperation seems to be a difficult concept to
specified very precisely, can be found only in a            apply in the context of IVAs, which may explain
few, partly in none of the Alexa skills. An                 why it was not found in our sample. Bräuer and
example of this is the challenge mechanic and the           Mazarakis [8] also attempted to compare a
boss fight component. In the case of the boss fight,
                                                            cooperative gamification approach in an IVA
it is precisely defined as a specific challenge and
                                                            application with a competitive one. However, no
in which form it occurs. Therefore, it is                   differences could be found, which was attributed,
unsurprising that this precisely defined                    among other things, to the fact that the
component only occurs in three games. While the             cooperative and competitive aspects should be
mechanic challenge is far more generally defined            emphasized more clearly.
and therefore was discovered much more
                                                                A remarkable aspect of our sample is the rare
frequently, specifically in 28 out of 29 games.             occurrence of game design elements like badges
    According to Werbach and Hunter [32], the               and levels [21], which are typically included in
higher levels of their model should be                      many games and gamified apps. Badges are
implemented by those below, as in the example               digital artifacts that users receive for completing
above. However, this is not always the case in our          certain tasks [3]. They are explicitly represented
sample. Thus, seven games appear in the sample              visually [13]. This visual representation is not
that contain elements from the group of dynamics            possible in voice-enabled games, which explains
and mechanics but none of the components. This              why the game design element does not appear in
leads to the conclusion that either there are not           our sample. A non-visual alternative to badges is
enough components for audio games in Werbach                achievements, which are often equated with
and Hunter's model or that the three categories do          badges since both are awarded to the user for
not apply to audio games.                                   completing certain tasks [21]. However, in our
    It is also intriguing that only one game                sample, we do not find any games that include
included the dynamic relationships. This can be             achievements either. It is possible that the
attributed to the fact that Alexa games are often           implementation of achievements through spoken
single-player games. Therefore it is especially             language is too distracting and is therefore not
challenging to implement this dynamic. In our               used in voice-enabled games.
sample, the dynamic relationships could only be                 Levels, which are also frequently used in other
identified in the Alexa skill "Das Fußball
                                                            contexts, do not necessarily require a visual



                                                       51
component but are dependent on the player's                 positive correlation between narrative games and
progress [34]. Levels can be expressed in terms of          the quest element. A positive correlation among
missions that are completed to reach the end of the         narrative games can also be seen in the game
game, increasing difficulty, or an improvement in           design element resource acquisition. The player
the player's experience and skills [19]. However,           sometimes acquires items in the game world that
no form of progress was evident in most of the              can be relevant later on in the narrative. An
games studied. This lack of progress can be                 example is the skill "Escape Room," where the
attributed to the brevity of most games.                    player can unlock a crowbar that can be used to
    Our study offers added value as a complement            gain access to further items in the game.
to the audio game framework of Ciccío and                       The negative link between quiz games and the
Quesada [15]. The framework provides a good                 narrative dynamic, as well as with the elements
basis to guide developers in creating audio games.          avatar and quests, supports the classification of
However, the framework offers only a small set of           games into these two types. In most quiz games,
game design elements. Building on our work, the             there is no game world for the players to explore.
list of five elements presented in the framework            Consequently, designing an avatar to represent
can be extended. For example, quests, avatars,              the player in the virtual world is not necessary. No
virtual goods, or points could be dynamics that are         quests are defined, only questions are asked and
well-suited to be used in voice-enabled games.              answered without a more profound mission. Quiz
Furthermore, it seems that all the mechanics can            games usually seem to follow a constant pattern.
be implemented well, except for cooperation.                First, a question is asked, and the player can
    Unlike Schmidt-Kraepelin et al. [29], no                answer. Afterward, the player gets feedback on
correlation between the number of game design               whether the answer is right or wrong. If the
elements and the user rating of the Alexa skills            answer is correct, the player sometimes gets a
could be demonstrated. This could be attributed to          reward. It is also possible to punish the player for
the fact that our sample consisted of games and             wrong answers, e.g., by deducting points. Then
not gamified mHealth apps. In a game, unlike a              usually, a new turn begins with another question.
gamified application, the focus is not only on                  It is also noticeable that, according to our
using game design elements but also on creating a           classification, significantly more games can be
gameful experience [16]. Thus, it can be assumed            assigned to quizzes than specified in the Alexa
that a successful interaction of the elements has a         Store categories (we assigned 13 compared to four
stronger influence on how well a game is                    in the Alexa store). In this sample, the division of
evaluated. Therefore, in gamified apps, it makes            games into the two types was very clear.
sense to consider whether the integration of more           Nevertheless, quiz, and narrative games need not
game design elements positively influences the              always to represent two disjoint sets. For example,
evaluation of the application since the actual              it would be perfectly possible to combine a quiz
application should be complemented by adding                with a narrative.
game design elements. In gamification research,                 The three games that cannot be assigned to one
using multiple game design elements is not                  of the two types have some real-world reference.
unusual but not entirely free of criticism [23].            One is the previously described game “Das
    A closer look at the two types of games                 Fußball Tippspiel.” The other two are old
identified during testing reveals how games for             children's games: “Schnick Schnack Schnuck”
IVAs are currently implemented. By correlating              (rock paper scissors), where the player can
the two types of games with the game design                 compete against Alexa or other users in the hand
elements, implications can also be derived on how           game by choosing orally one of the three shapes.
narrative and quiz games can be realized.                   In the game “Stopptanz,” players dance around
    Narrative games are characterized by the                the room and must stop moving when the music
narrative dynamic. There is a significant                   stops. Whoever moves last is kicked out.
correlation with the game design element avatar                 Most of the Alexa skills are relatively simple,
as well. In narrative games, the player mostly              which is not surprising given the technical
moves through a game world. In this world, the              limitations taken into account in IVA
player takes over a role that is embodied by an             development. For example, push notifications
avatar. As this avatar, the player can act in the           cannot usually be sent to remind the player to
game world. The avatar usually has one or more              come back. In addition to limiting the output to
quests, which the player should fulfill to reach the        audio, designing the input is challenging, as all
end of the game. This is also evident in the                inputs are state-dependent. For example, inputting



                                                       52
"yes" in one state will cause the game to end, and         ranked in the German Amazon Alexa store. Errors
in another state, the avatar will put on his armor.        included outdated information in quiz games or
                                                           technical problems that caused the games to crash.
6. Limitations and future research                         This made testing difficult since the games had to
                                                           be started from the beginning repeatedly, which
                                                           made playing the games challenging.
    A limiting factor of our study is the                     Another issue was that in some cases, Alexa
categorization, according to Werbach and Hunter
                                                           did not understand every voice input correctly, or
[32]. The model was chosen due to its spread,
                                                           what was said could not be realized in the game.
relatively large number of elements, systematic            This resulted in some sections of games not being
structure, and the provision of descriptions of the        able to be explored or game variations only being
elements. There is, however, a multiplicity of             minimally tested. Currently, many voice-enabled
further models on the basis that one could try to          games have not yet met the expectations seen in
classify voice-enabled games. Particularly from            science fiction examples [1]. However, the
the category of components, some elements do not           potential of voice-enabled games is already
appear at all in our sample and may not fit the            emerging, and through systematic investigation,
audio context, such as badges. Other models
                                                           the design can be steadily improved.
could possibly offer more components that are
better implemented without visual support. For
example, Thiebes et al. [31] mention audio                 7. Conclusion
feedback in addition to classical feedback.
Koivisto and Hamari [20] identify other elements              In our study, a systematic analysis of game
that can be implemented acoustically, such as              design elements in voice-enabled games for
timer, reminder, and virtual world.                        Amazon Alexa was conducted. The analysis
    Another limitation is the restriction to               shows which game design elements are used how
German-language Alexa skills. Voice assistants             often. Based on this, initial implications can be
are more widely used in the USA than in Germany            derived as to which game design elements are
[11,12]. Accordingly, there are significantly more         particularly good to implement in the context of
skills in the US Alexa Store. By looking at the            IVAs, such as narrative, feedback, points, or
English-language Alexa skills, a significantly             quests, and which ones rather not, such as badges
larger sample of games could be examined.                  and levels. The results give a first impression of
    In our study, the focus was put on Alexa skills        how gamification could be designed in the context
that can be found among the top-rated ones to get          of IVAs. At the same time, the results show that
an impression of which game design elements are            IVA games are mostly designed as either quizzes
particularly suitable. In further studies, games           or narratives. Further studies could investigate
rated lower could also be considered for                   which other game design elements, especially
comparison. This could provide insights into               from the field of audio games, are used in the
which game design elements might be unsuitable             context of IVAs.
and disrupt the game experience.
    In video games auditory icons and earcons are          8. References
additional options to convey information via
audio [25]. These can also be used to illustrate
information like the advancement in a level or the         [1] Fraser Allison, Marcus Carter, Martin Gibbs,
                                                               and Wally Smith. 2018. Design Patterns for
unlocking of a badge. A follow-up study could
look at how these are used in IVA games.                       Voice Interaction in Games. In Proceedings
    Another way to expand on our study would be                of the 2018 Annual Symposium on Computer-
to examine the game types more. For example, it                Human Interaction in Play, ACM,
could be considered whether other game types can               Melbourne       VIC      Australia,    5–17.
                                                               DOI:https://doi.org/10.1145/3242671.32427
be identified in a larger sample, complementary to
narrative or quiz games. In addition, the three                12
games in our sample that have yet to be assigned           [2] Fraser Allison, Joshua Newn, Wally Smith,
could serve as a possible reference point.                     Marcus Carter, and Martin Gibbs. 2019.
    One challenge our study faced was the                      Frame Analysis of Voice Interaction
sometimes very buggy implementation of the                     Gameplay. In Proceedings of the 2019 CHI
games, even though they were among the highest                 Conference on Human Factors in Computing
                                                               Systems, ACM, Glasgow Scotland Uk, 1–14.



                                                      53
    DOI:https://doi.org/10.1145/3290605.33006                    Journal of Human–Computer Interaction
    23                                                           (December              2022),           1–18.
[3] Judd Antin and Elizabeth F Churchill. 2011.                  DOI:https://doi.org/10.1080/10447318.2022.
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9. Appendix
Table 2: List of Alexa skills with ratings and categorization according to the Amazon Alexa Store and
our categorization.
                                                  Rating          Game type by         Game type
                                                                     Amazon
 Name of the skill                            Stars Count Games Knowledge Narrative Quiz
                                                                          & Quiz
 Das Fußball Tippspiel                       5         23         1          0          0        0
 Escape Room                                4.5        599        1          0          1        0
 Twist Tale                                 4.5      23           1          0          1        0
 TKKG-Mein Abenteuer                         4       27           1          0          1        0
 Love Stories                               4.5      20           1          0          1        0
 Quiz des Tages                              4     10626          0          1          0        1
 Kinderquiz Richtig oder Falsch?            4.5    2698           1          0          0        1
 Star Commander                              4       52           1          0          1        0
 Japan Quiz                                  5       7            1          0          0        1
 Camp Fires                                  5       6            1          0          1        0
 Meine Ferien auf dem Martinshof             4     1563           1          0          1        0
 Schwäbisch Quiz mit Schwäbman von          4.5      44           0          1          0        1
 Antenne 1
 Rittermanager                              4.5        550        1          0          1        0
 Ja, Hoheit                                  4         181        1          0          1        0
 Falsch ist Richtig- Das total Verrückte    4.5        13         1          0          0        1
 Quiz
 Das Rätsel des Tages                        4     7135           1          0          0        1
 Limostand                                   4     2397           1          0          1        0
 Heldentum für Anfänger                     4.5     14            1          0          1        0
 Twenty Questions                           3.5     19            1          0          0        1
 Nationalhymnen raten                        5       4            0          1          0        1
 Wörterfuchs                                 5       4            1          0          0        1
 Schnick Schnack Schnuk                      4     4991           1          0          0        1
 Stopptanz                                   4     2888           1          0          0        0
 Mein Königreich                             4     1525           1          0          0        0
 Der Zauberwald                             3.5     235           1          0          1        0
 Tierspiel                                   4         992        1          0          1        0
 Knoppers Quiz                               4         463        1          0          0        1
 Das Ultimative Hip Hop Quiz                 5       9            0          1          0        1
 Akinator                                    4     16767          1          0          0        1




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