Gameful interaction: How principles of game design can be applied to enhance user experiences in non-game applications

Research Article
Open access

Gameful interaction: How principles of game design can be applied to enhance user experiences in non-game applications

Xiaotong Zhi 1*
  • 1 University of Toronto    
  • *corresponding author 1043755258.mz@gmail.com
Published on 26 February 2024 | https://doi.org/10.54254/2755-2721/43/20230829
ACE Vol.43
ISSN (Print): 2755-273X
ISSN (Online): 2755-2721
ISBN (Print): 978-1-83558-311-1
ISBN (Online): 978-1-83558-312-8

Abstract

In the era of digital transformation, the integration of game design and interaction design has become an important trend, and its scope of application has gone beyond purely entertaining applications. This thesis investigates the principles of gamified interaction with a focus on how game design elements can be utilized to enhance the user experience in non-game applications. The research objective of this thesis is to investigate the effectiveness and limitations of gamification design in a variety of contexts when incorporating it into educational, business, health, and other types of applications. The study employs a mixed research methodology, which includes analysis and comparison of the literature, as well as a specific case study of the Chinese fitness app "Keep" to demonstrate real-world applications. The data for this study came from existing academic papers, app analysis, user feedback and design evaluation. This thesis finds that gamified interactions have a significant impact on user engagement and motivation, providing valuable insights for designers to create more engaging digital environments.

Keywords:

Gameful Design, Gamification, User Experience, Interaction Design, Productivity Apps

Zhi,X. (2024). Gameful interaction: How principles of game design can be applied to enhance user experiences in non-game applications. Applied and Computational Engineering,43,174-179.
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References

[1]. Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: defining "gamification". Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments. https://dl.acm.org/doi/abs/10.1145/2181037.2181040

[2]. Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does gamification work?--a literature review of empirical studies on gamification. 2014 47th Hawaii International Conference on System Sciences. https://ieeexplore.ieee.org/abstract/document/6758978

[3]. Caponetto, I., Earp, J., & Ott, M. (2014). Gamification and education: A literature review. European Conference on Games Based Learning. https://books.google.com/books?hl=zh-CN&lr=&id=IedEBQAAQBAJ&oi=fnd&pg=PA50

[4]. Rigby, S., & Ryan, R. M. (2011). Glued to games: how video games draw us in and hold us spellbound. Greenwood Press.

[5]. University, S. D. N., Deterding, S., University, N., University, A. C. N., Canossa, A., University, C. H. N., Harteveld, C., University, S. C. N., Cooper, S., Lennart E. Nacke University of Ontario Institute of Technology, Nacke, L. E., University of Ontario Institute of Technology, Jennifer R. Whitson University of Waterloo, Whitson, J. R., Waterloo, U. of, Huawei, University, Y., Research, M., Kaist, & Metrics, O. M. A. (2015, April 1). Gamifying Research: Proceedings of the 33rd Annual ACM Conference Extended Abstracts on Human Factors in Computing Systems. ACM Conferences. https://dl.acm.org/doi/abs/10.1145/2702613.2702646


Cite this article

Zhi,X. (2024). Gameful interaction: How principles of game design can be applied to enhance user experiences in non-game applications. Applied and Computational Engineering,43,174-179.

Data availability

The datasets used and/or analyzed during the current study will be available from the authors upon reasonable request.

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About volume

Volume title: Proceedings of the 2023 International Conference on Machine Learning and Automation

ISBN:978-1-83558-311-1(Print) / 978-1-83558-312-8(Online)
Editor:Mustafa İSTANBULLU
Conference website: https://2023.confmla.org/
Conference date: 18 October 2023
Series: Applied and Computational Engineering
Volume number: Vol.43
ISSN:2755-2721(Print) / 2755-273X(Online)

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References

[1]. Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: defining "gamification". Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments. https://dl.acm.org/doi/abs/10.1145/2181037.2181040

[2]. Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does gamification work?--a literature review of empirical studies on gamification. 2014 47th Hawaii International Conference on System Sciences. https://ieeexplore.ieee.org/abstract/document/6758978

[3]. Caponetto, I., Earp, J., & Ott, M. (2014). Gamification and education: A literature review. European Conference on Games Based Learning. https://books.google.com/books?hl=zh-CN&lr=&id=IedEBQAAQBAJ&oi=fnd&pg=PA50

[4]. Rigby, S., & Ryan, R. M. (2011). Glued to games: how video games draw us in and hold us spellbound. Greenwood Press.

[5]. University, S. D. N., Deterding, S., University, N., University, A. C. N., Canossa, A., University, C. H. N., Harteveld, C., University, S. C. N., Cooper, S., Lennart E. Nacke University of Ontario Institute of Technology, Nacke, L. E., University of Ontario Institute of Technology, Jennifer R. Whitson University of Waterloo, Whitson, J. R., Waterloo, U. of, Huawei, University, Y., Research, M., Kaist, & Metrics, O. M. A. (2015, April 1). Gamifying Research: Proceedings of the 33rd Annual ACM Conference Extended Abstracts on Human Factors in Computing Systems. ACM Conferences. https://dl.acm.org/doi/abs/10.1145/2702613.2702646