Applied Gamification in Self-guided Exhibitions

Lessons learned from theory and praxis

Publikation: Bidrag til bog/antologi/rapport/konference proceedingBidrag til bog/antologiForskningpeer review

179 Downloads (Pure)

Resumé

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.
OriginalsprogEngelsk
TitelGamescope : The potential for gamification in digital and analogue places
RedaktørerOle Ertløv Hansen, Thessa Jensen, Claus Rosenstand
Antal sider29
ForlagAalborg Universitetsforlag
StatusAccepteret/In press - 2019
BegivenhedGamescope Conference - Aalborg University
Varighed: 25 aug. 201628 aug. 2016
Konferencens nummer: 1

Konference

KonferenceGamescope Conference
Nummer1
LokationAalborg University
Periode25/08/201628/08/2016
Navne-bøger fra InDiMedia
ISSN2245-3180

Fingerprint

Application programs
Augmented reality
Serious games

Citer dette

Vistisen, P., Selvadurai, V., & Krishnasamy, R. K. (Accepteret/In press). Applied Gamification in Self-guided Exhibitions: Lessons learned from theory and praxis. I O. E. Hansen, T. Jensen, & C. Rosenstand (red.), Gamescope: The potential for gamification in digital and analogue places Aalborg Universitetsforlag. e-bøger fra InDiMedia
Vistisen, Peter ; Selvadurai, Vashanth ; Krishnasamy, Rameshnath Kala. / Applied Gamification in Self-guided Exhibitions : Lessons learned from theory and praxis. Gamescope: The potential for gamification in digital and analogue places. red. / Ole Ertløv Hansen ; Thessa Jensen ; Claus Rosenstand. Aalborg Universitetsforlag, 2019. (e-bøger fra InDiMedia).
@inbook{2a4ca4bd18dc482bb1b7a01047689e1a,
title = "Applied Gamification in Self-guided Exhibitions: Lessons learned from theory and praxis",
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.",
keywords = "gamification, museum, design thinking, augmented reality, app, mobile application, Design based development, game design, Service Design",
author = "Peter Vistisen and Vashanth Selvadurai and Krishnasamy, {Rameshnath Kala}",
year = "2019",
language = "English",
editor = "Hansen, {Ole Ertl{\o}v} and Thessa Jensen and Claus Rosenstand",
booktitle = "Gamescope",
publisher = "Aalborg Universitetsforlag",

}

Vistisen, P, Selvadurai, V & Krishnasamy, RK 2019, Applied Gamification in Self-guided Exhibitions: Lessons learned from theory and praxis. i OE Hansen, T Jensen & C Rosenstand (red), Gamescope: The potential for gamification in digital and analogue places. Aalborg Universitetsforlag, e-bøger fra InDiMedia, 25/08/2016.

Applied Gamification in Self-guided Exhibitions : Lessons learned from theory and praxis. / Vistisen, Peter; Selvadurai, Vashanth; Krishnasamy, Rameshnath Kala.

Gamescope: The potential for gamification in digital and analogue places. red. / Ole Ertløv Hansen; Thessa Jensen; Claus Rosenstand. Aalborg Universitetsforlag, 2019. (e-bøger fra InDiMedia).

Publikation: Bidrag til bog/antologi/rapport/konference proceedingBidrag til bog/antologiForskningpeer review

TY - CHAP

T1 - Applied Gamification in Self-guided Exhibitions

T2 - Lessons learned from theory and praxis

AU - Vistisen, Peter

AU - Selvadurai, Vashanth

AU - Krishnasamy, Rameshnath Kala

PY - 2019

Y1 - 2019

N2 - 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.

AB - 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.

KW - gamification

KW - museum

KW - design thinking

KW - augmented reality

KW - app

KW - mobile application

KW - Design based development

KW - game design

KW - Service Design

M3 - Book chapter

BT - Gamescope

A2 - Hansen, Ole Ertløv

A2 - Jensen, Thessa

A2 - Rosenstand, Claus

PB - Aalborg Universitetsforlag

ER -

Vistisen P, Selvadurai V, Krishnasamy RK. Applied Gamification in Self-guided Exhibitions: Lessons learned from theory and praxis. I Hansen OE, Jensen T, Rosenstand C, red., Gamescope: The potential for gamification in digital and analogue places. Aalborg Universitetsforlag. 2019. (e-bøger fra InDiMedia).