Applied Gamification in Self-guided Exhibitions: Lessons learned from theory and praxis

Research output: Contribution to book/anthology/report/conference proceedingBook chapterResearchpeer-review

Abstract

This paper contributes to the current understanding of applied digital gamification by providing insights from two design cases from the Danish aqua zoo, the North Sea Oceanarium, concerned with self-facilitated exhibitions. Grounded in a short review of the current state of art, we provide two empirical case examples, concerning a mobile augmented reality design and an Instagram service. Analyzing the design process behind these cases, we identify some of the challenges arising from applying gamification in practice, and whether these insights verify, extents or contradicts current examples of applied gamification research.

Specifically, the cases provide insights to the challenge of on-boarding visitors into participating and using the designed products during their visit. In both cases, providing certain incentives for using the app or participating in the Instagram challenge, seemed to activate and engage more visitors and motivate them to participate in the activities as well as downloading the app and preparing for the activities on their own volition prior to their visit. By looking closer at what might have triggered the motivation with the visitors, a connection could be made to gamification and serious games, pertaining to the applied game design arena, in that there is something about extrinsic motivational properties at play, that persuaded the visitors to use the digital experience layers.
Close

Details

This paper contributes to the current understanding of applied digital gamification by providing insights from two design cases from the Danish aqua zoo, the North Sea Oceanarium, concerned with self-facilitated exhibitions. Grounded in a short review of the current state of art, we provide two empirical case examples, concerning a mobile augmented reality design and an Instagram service. Analyzing the design process behind these cases, we identify some of the challenges arising from applying gamification in practice, and whether these insights verify, extents or contradicts current examples of applied gamification research.

Specifically, the cases provide insights to the challenge of on-boarding visitors into participating and using the designed products during their visit. In both cases, providing certain incentives for using the app or participating in the Instagram challenge, seemed to activate and engage more visitors and motivate them to participate in the activities as well as downloading the app and preparing for the activities on their own volition prior to their visit. By looking closer at what might have triggered the motivation with the visitors, a connection could be made to gamification and serious games, pertaining to the applied game design arena, in that there is something about extrinsic motivational properties at play, that persuaded the visitors to use the digital experience layers.
Original languageEnglish
Title of host publicationGamescope : The potential for gamification in digital and analogue places
EditorsOle Ertløv Hansen, Thessa Jensen, Claus Rosenstand
Number of pages29
PublisherAalborg Universitetsforlag
Publication date2019
Publication statusAccepted/In press - 2019
Publication categoryResearch
Peer-reviewedYes
EventGamescope Conference - Aalborg University
Duration: 25 Aug 201628 Aug 2016
Conference number: 1

Conference

ConferenceGamescope Conference
Nummer1
LocationAalborg University
Periode25/08/201628/08/2016
Seriese-bøger fra InDiMedia
ISSN2245-3180

    Research areas

  • gamification, museum, design thinking, augmented reality, app, mobile application, Design based development, game design, Service Design

Map

Download statistics

No data available
ID: 263639792