A Matrix for Gamifying Development Workshops

Kristina Maria Madsen*, Mette Hjorth Rasmussen

*Corresponding author for this work

Research output: Contribution to book/anthology/report/conference proceedingArticle in proceedingResearchpeer-review

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The interest in potentials of gamification for innovating businesses through collaboration and innovative development in businesses has been an ongoing topic in gamification research for the last decade. This based on the theoretical notion of gamification’s potential to facilitate “third space communication” and games capability to to improve user engagement in non-game settings by transforming this space into a “magic circle” of gameplay for innovative thinking. In this paper an initial matrix is presented for discussing the parameters of gamifying development sessions or workshops conducted throughout innovation and development processes. The purpose of the ma-trix is to visualize the parameters involved in deciding the level of gamification for a workshop setting. Thus, a tool for identifying a balance in implementing game mechanics, one that can serve to support and facilitate innovative processes rather than purely creating and playing a game for its own sake. Therefore, through this paper the parameters of the matrix and gamifying facilitation of innovative development processes through gameplay, is discussed and presented. This is followed by the exemplification of use and application of the gamification matrix through four gamified workshops.
Original languageEnglish
Title of host publicationInteractivity & Game Creation : 9th EAI International Conference, ArtsIT 2020
EditorsAnthony Brooks, Eva Irene Brooks, Duckworth Jonathan
Number of pages18
Place of PublicationAalborg, Denmark
Publication dateFeb 2021
ISBN (Print)978-3-030-73425-1
ISBN (Electronic)978-3-030-73426-8
Publication statusPublished - Feb 2021
Event9th EAI International Conference: ArtsIT, Interactivity & Game Creation - Cyberspace
Duration: 10 Dec 202011 Dec 2020


Conference9th EAI International Conference: ArtsIT, Interactivity & Game Creation
Internet address
SeriesLecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering


  • Gamification
  • Innovation
  • Workshop design


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  • Cards for IoT

    Madsen, K. M., Rasmussen, M. H. & Lund, M., 2020

    Research output: Non-textual form2D/3D (psysical products)Research


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