Gustavo F Tondello
University of Waterloo, Cheriton School of Computer Science, Former PhD Student and Computer Science Instructor
Software Engineer at Google. Co-Founder, Gamification Consultant and Specialist at MotiviUX. Blogger at Gameful Bits.
Former Senior Software Developer at OpenText. Former Instructor at the University of Waterloo.
My main research interests include gamification and games for health and learning. My research focuses on the design of gameful applications. Previously, I was a Sessional Lecturer and Ph.D. Student at the University of Waterloo, member of the Games Institute and the HCI Games Group. I am also a researcher of Logosophy, and I am affiliated with the Logosophical Foundation of Brazil and of the USA.
Former Senior Software Developer at OpenText. Former Instructor at the University of Waterloo.
My main research interests include gamification and games for health and learning. My research focuses on the design of gameful applications. Previously, I was a Sessional Lecturer and Ph.D. Student at the University of Waterloo, member of the Games Institute and the HCI Games Group. I am also a researcher of Logosophy, and I am affiliated with the Logosophical Foundation of Brazil and of the USA.
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further investigates user types and preferences for different game design elements. Results show the relationships between gender and age among and between player types as well as how different game design elements influence the participants.
Method: We integrate extant literature from psychology, human-computer interaction, and other fields to define gameful design, systems, and experiences. Most critically, we argue that gameful experience is the core focal construct of this theory and define it as an interactive state occurring when a person perceives non-trivial achievable goals created externally, is motivated to pursue them under an arbitrary set of behavioral rules, and evaluates that motivation as voluntary.
Results: We present six resulting propositions: (1) gameful systems lead to gameful experiences, (2) gameful systems impact psychological characteristics, (3) effective gameful design leads to gameful systems, (4) effective gameful systems lead to behavioral change, (5) appropriate behavioral change causes the distal outcomes gamification designers target, and (6) individual differences moderate the effectiveness of gameful systems.
Conclusion: Gameful experience theory provides researchers with a unified foundation to study gamification from any social scientific lens.
behaviour change. Research has shown that tailoring
these systems to individuals can increase their efficacy;
however, there is little knowledge on how to personalize
them. We conducted a large-scale study of 543 participants
to investigate how different gamification user types responded
to ten persuasive strategies depicted in storyboards
representing persuasive gameful health systems. Our results
reveal that people’s gamification user types play significant
roles in the perceived persuasiveness of different strategies.
People scoring high in the ‘player’ user type tend to be motivated
by competition, comparison, cooperation, and reward
while ‘disruptors’ are likely to be demotivated by
punishment, goal-setting, simulation, and self-monitoring.
‘Socialisers’ could be motivated using any of the strategies;
they are the most responsive to persuasion overall. Finally,
we contribute to CHI research and practice by offering design
guidelines for tailoring persuasive gameful systems to
each gamification user type.
further investigates user types and preferences for different game design elements. Results show the relationships between gender and age among and between player types as well as how different game design elements influence the participants.
Method: We integrate extant literature from psychology, human-computer interaction, and other fields to define gameful design, systems, and experiences. Most critically, we argue that gameful experience is the core focal construct of this theory and define it as an interactive state occurring when a person perceives non-trivial achievable goals created externally, is motivated to pursue them under an arbitrary set of behavioral rules, and evaluates that motivation as voluntary.
Results: We present six resulting propositions: (1) gameful systems lead to gameful experiences, (2) gameful systems impact psychological characteristics, (3) effective gameful design leads to gameful systems, (4) effective gameful systems lead to behavioral change, (5) appropriate behavioral change causes the distal outcomes gamification designers target, and (6) individual differences moderate the effectiveness of gameful systems.
Conclusion: Gameful experience theory provides researchers with a unified foundation to study gamification from any social scientific lens.
behaviour change. Research has shown that tailoring
these systems to individuals can increase their efficacy;
however, there is little knowledge on how to personalize
them. We conducted a large-scale study of 543 participants
to investigate how different gamification user types responded
to ten persuasive strategies depicted in storyboards
representing persuasive gameful health systems. Our results
reveal that people’s gamification user types play significant
roles in the perceived persuasiveness of different strategies.
People scoring high in the ‘player’ user type tend to be motivated
by competition, comparison, cooperation, and reward
while ‘disruptors’ are likely to be demotivated by
punishment, goal-setting, simulation, and self-monitoring.
‘Socialisers’ could be motivated using any of the strategies;
they are the most responsive to persuasion overall. Finally,
we contribute to CHI research and practice by offering design
guidelines for tailoring persuasive gameful systems to
each gamification user type.