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Games that spill and are fed by real life interactions

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Detalhes bibliográficos
Resumo:Games that are fed by real-life interactions have shown the potential to increase engagement with those activities. For instance, Pokemon GO ´ and Ingress increased players’ mobility. Gamification, along with serious games and some pervasive games, also tries to foster motivation and engagement with specific tasks. This work explored the harvesting of day-to-day interactions, specifically playing the piano, into gameplay mechanics, and the effects, both in the gaming and playing experience, in the light of motivation and engagement. Our approach differs from common gamification as it doesn’t add game elements to the base experience (i.e. playing the piano). Rather, the activity in itself created game elements that were leveraged in a game independent of the piano. To help us generate ideas for a game that could be fed by playing the piano, 2 design workshops were conducted, one with 9 game researchers and the other with 5 musicians. After the game and harvesting application were implemented and tested, a study was conducted for 2 weeks with 5 participants, where we collected data from their piano sessions and used it to shape a game they would play after the practice session. Our work shows harvesting as a promising way to mould the user’s interaction with the activity, however, further research needs to be conducted to better understand which players would benefit most from this approach, by bringing to context their routines, age and skill level.
Autores principais:Morais, João Filipe Silva António de Oliveira
Assunto:Colheita de Interações Piano Gamificação Jogos Pervasivos Motivação Teses de mestrado - 2024
Ano:2024
País:Portugal
Tipo de documento:dissertação de mestrado
Tipo de acesso:acesso aberto
Instituição associada:Universidade de Lisboa
Idioma:inglês
Origem:Repositório da Universidade de Lisboa
Descrição
Resumo:Games that are fed by real-life interactions have shown the potential to increase engagement with those activities. For instance, Pokemon GO ´ and Ingress increased players’ mobility. Gamification, along with serious games and some pervasive games, also tries to foster motivation and engagement with specific tasks. This work explored the harvesting of day-to-day interactions, specifically playing the piano, into gameplay mechanics, and the effects, both in the gaming and playing experience, in the light of motivation and engagement. Our approach differs from common gamification as it doesn’t add game elements to the base experience (i.e. playing the piano). Rather, the activity in itself created game elements that were leveraged in a game independent of the piano. To help us generate ideas for a game that could be fed by playing the piano, 2 design workshops were conducted, one with 9 game researchers and the other with 5 musicians. After the game and harvesting application were implemented and tested, a study was conducted for 2 weeks with 5 participants, where we collected data from their piano sessions and used it to shape a game they would play after the practice session. Our work shows harvesting as a promising way to mould the user’s interaction with the activity, however, further research needs to be conducted to better understand which players would benefit most from this approach, by bringing to context their routines, age and skill level.