Presentations

Opening keynote presentation: The Player's Journey

Presenter: Amy Jo Kim

In 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

The 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