Opening keynote presentation: The Player's Journey

Presenter: Amy Jo Kim

Amy Jo KimIn her opening keynote, renowned social game designer and author Amy Jo Kim shared seven golden rules for cooperative game design which all game developers should consider in their development projects. She explains why she believes the future of games in both a traditional game context and within a gamification program is co-operative, as it is proving to provide a more engaging and rewarding experience for the participants.

Closing keynote presentation: From Paths to Sandboxes

Presenter: Stephen P. Anderson

Stephen P. AndersonThe inventor of the "Mental Notes card deck" used by product designers and UX professionals the world over, presented his latest thinking on the creation of open environments vs closed. Whereas many games were originally designed as specific paths, he shares examples and ties in the psychology of why open environments can create more seductive experiences. Using Candy Crush, World of Warcraft, Pinterest and other examples, he shows how the open-ended environment encourages exploration and engagement.

Featured presentations

Paper title Author Link to presentation

Kaleidoscope-Design Framework

Dennis Kappen Kaleidoscope Design Framework
The Motivational GPS Kes Sampanthar The Motivational GPS
Re-imagining Leaderboards: Towards Gamifying Competency Models Katie Seaborn Re-imagining Leaderboards
Gamification and On-the-Job Behaviour Across Four Countries Joel MacCharles Gamification and On-the-Job Behaviours Across Four Countries
Effects of Gamification on Participation and Data Quality Jared Cechanowicz Effects of Gamification on Participation and Data Quality
Do Points, Levels and Leaderboards Harm Intrinsic Motivation? Elisa Mekler Do Points, Levels and Leaderboards Harm Intrinsic Motivation?
Gamification of Intelligence Forecasting DJ Malmberg Gamification of Intelligence Forecasting
Using Gamification to Inspire New Citizen Science Volunteers Anne Bowser Using Gamification to Inspire New Citizen Science Volunteers
The Design and Evaluation of a Classroom Exergame Diane Watson The Design and Evaluation of a Classroom Exergame
Deconstructing 'Gamified' Task-Management Applications Dennis Kappen Deconstructing 'Gamified' Task-Management Applications
Privacy & Copyright Hot Water: Applying Legal & Integrity Lens to Gamification Denise Brunsdon Privacy & Copyright Hot Water
Time's Up: Studying Leaderboards for Engaging Punctual Behaviour Joao Costa Time's Up
Improving Participation and Learning with Gamification Gabriel Barata Improving Participation and Learning with Gamification
Improving Student Creativity with Gamification and Virtual Worlds Gabriel Barata Improving Student Creativity with Gamification and Virtual Worlds
Gamifying Behaviour That Leads to Learning Diane Watson Gamifying Behaviour that Leads to Learning
Driven to Drive: Designing Gamification for a Learner Logbook Zachary Fitz Walter Driven to Drive
SGSEAM: Assessing Serious Game Frameworks From a Stakeholder Experience Perspective Yongwen Xu SGSEAM
A Post-mortem of Gamification in an Educational Recycling Game Veronica Cole A Post-mortem of Gamification in an Educational Recycling Game
Best Practices for Metrics Veronica Cole Best Practices for Metrics
Designing Game-Based Cognitive Assessments for Elderly Adults Tiffany Tong Designing Game-Based Cognitive Assessments for Elderly Adults
The Missing Piece in the Gamification Puzzle David Rojas The Missing Piece in the Gamification Puzzle
Designing for Fun and Play: Exploring Possibilities in Design for Gamification Staffan Bjork Designing for Fun and Play
Gamifying the Employee Recruitment Process Sam Chow and Derek Chapman Gamifying the Employee Recruitment Process
When Wii Doesn't Fit Lindsay Reynolds and Victoria Schwanda Sosik When Wii Doesn't Fit
Positively Playful: When Videogames Lead to Player Wellbeing Daniel Johnson Positively Playful
Serious Indie Games for Social Awareness Amber Choo Serious Indie Games for Social Awareness