2. “The use of game design elements
in non-game contexts”
S. Deterding, 2011
3. To engage people on changing their habits and
contributing to the society.
To adopt game-like solutions for supporting
engagement in disparate contexts (i.e.,
education, mobility, e-health, etc..).
Gamified solutions as separate mechanisms to be
designed and developed as side applications.
4.
5. Software Engineering approach for
Gameful Applications.
THE GAME PART SHOULD BE
DESIGNED IN ITS MAIN
INGREDIENTS AND DEPLOYED ON
AN APPROPRIATE GAMIFICATION
ENGINE.
GAMEFUL MECHANISMS WOULD BE
HANDLED AS SPECIFIC CONCERNS OF
SOFTWARE APPLICATIONS.
THE GAMING ASPECTS WOULD BE
KEPT SEPARATE AND PLUGGED IN
EXISTING APPLICATIONS INSTEAD OF
REQUIRING AD HOC EXTENSIONS OF
THE APPLICATIONS THEMSELVES.
.
8. To specify a well-defined set languages for designing a gameful
application, its main components and the behavioural details.
Domain-specific languages (or viewpoints) where a lower level layer
instantiates and possibly refines entities pertaining to the layer(s) above.
To make players active, to meet their preferences, types, and playing
styles for a prolonged period of time.
Game adaptivity and personalization needed to adjust the content
and interaction schemes of games.
More advanced approach enabling the definition of a higher-order game,
that is a game of games.
The orchestrator responsibility to guarantee that, fragments from different
games do not contradict each others;
Abstraction
Personalization
and
Adaptation
Higher-Order
Gamification
Applications
SE
Implications