| Literature DB >> 30401666 |
Abstract
BACKGROUND: Gamification is one of the techniques that applies game elements, such as game mechanics and dynamics, to a nongame context (eg, management, education, marketing, and health care). A variety of methodologies have been published for developing gamification. However, some of these are only usable by people with a certain level of gamification knowledge. People who do not have such knowledge face difficulty in using game mechanics and experiencing enjoyment. To ease their difficulties, a gamification methodology should provide directions for using game mechanics.Entities:
Keywords: 4F process; PLEX; game mechanics; gamification; gamification correlation analysis
Year: 2018 PMID: 30401666 PMCID: PMC6246973 DOI: 10.2196/11336
Source DB: PubMed Journal: JMIR Serious Games Impact factor: 4.143
Figure 1Team Maker.
Figure 2The Lost City.
Figure 3The Criteria of Six Categories. HRM: human resource management.
Figure 44F Process.
Description of playful user experience (PLEX) fun factors.
| Playful user experience fun factors | Description |
| Captivation | Forgetting about one’s surroundings and flow in it |
| Challenge | Testing one’s ability in specific tasks |
| Competition | Competing himself or herself or other player (or nonplay character) |
| Completion | Finishing what want to do |
| Control | Dominating the surroundings with one’s ability |
| Cruelty | Causing others mental or physical pain |
| Discovery | Finding something new information of unknown |
| Eroticism | Having personal feelings for others |
| Exploration | Investigating a new event or situation |
| Expression | Manifesting oneself using item or object |
| Fantasy | An imagined experience in the game |
| Fellowship | Communicating with others and to make friend in the game |
| Humor | Fun, joy, joke, and gags |
| Nurture | Taking care of oneself or to help others to be growing |
| Relaxation | Relaxing and healing their mental or body in the game |
| Sensation | Exciting by play using 5 senses |
| Simulation | Testing or making something that is impossible in real world |
| Submission | Being part of a large group of people |
| Subversion | Breaking social rules or laws |
| Suffering | Anger, loss, and frustration |
| Sympathy | Sharing their emotional feelings |
| Thrill | Exciting derived from risk and danger |
Description of game mechanics used in this study.
| Game mechanics | Description |
| Authority | The Power to control other players, town, and item ships in the game |
| Avatar | Displaying the player’s character visually in the game |
| Badge | Displaying something such as trophy and flag that player’s achievement visually |
| Codiscovery | Completing the quest (mission) using collective ability or collaboration with others |
| Competition | Competing with other players’ records or competing with their own shadow, nonplay characters |
| Countdown | A time when player must complete a specific quest (mission) |
| Leaderboard | Showing the player’s level, point, and ranks and providing the feedback |
| Level | Displaying player’s achievement, ability, and power to number in the game |
| Lottery (luck) | The gameful tool in which the winner, the course, score, and item acquisition by probability |
| Point | Rewarding about player’s action such as quest (mission) success |
| Progress (bar) | Providing real-time information about the player’s current play situation |
| Quest (mission) | A specific goal for the player’s growth and providing reward when solved |
| Real goods | Rewarding in the real world about the achievement in the game |
| Scaffolding | A device that reduces difficulty when faced with difficulties |
| Social network | Linking player to player and displaying other’s progress |
| Unlocking | Providing new contents and function when player clear quest (mission) or level up |
| Virtual goods | The item that can be purchased, acquired, and traded |
| Virtual money | The currency used in the game |
Case features (N=754).
| Variables | n (%) | ||
| Commercialization | 108 (14.3) | ||
| Education | 127 (16.9) | ||
| Human resource management | 148 (19.7) | ||
| Lifestyle | 95 (12.6) | ||
| Social issue | 133 (17.7) | ||
| Training | 143 (19.0) | ||
| Software | 603 (80.0) | ||
| Hardware | 89 (11.8) | ||
| Big game or Alternative Reality Game | 62 (8.2) | ||
| Before 2010 | 28 (3.8) | ||
| 2011 | 22 (3.0) | ||
| 2012 | 34 (4.6) | ||
| 2013 | 54 (7.1) | ||
| 2014 | 291 (38.6) | ||
| 2015 | 208 (27.6) | ||
| 2016 | 86 (11.4) | ||
| 2017 | 31 (4.1) | ||
Playful user experience (PLEX) fun factors distribution of each category.
| Playful user experience | Ca (108 cases), | Eb (127 cases), | Hc (148 cases), | Ld (95 cases), | Se (133 cases), | Tf (143 cases), |
| Captivation | 16 (15.0) | 15 (12.0) | 11 (7.4) | 17 (18) | 16 (12.0) | 19 (13.3) |
| Challenge | 108 (100.0) | 127 (100.0) | 147 (99.3) | 94 (99) | 132 (99.2) | 143 (100.0) |
| Competition | 43 (40.0) | 36 (28.3) | 50 (34.0) | 27 (28) | 34 (26.0) | 53 (37.1) |
| Completion | 101 (94.0) | 127 (100.0) | 148 (100.0) | 94 (99) | 132 (99.2) | 143 (100.0) |
| Control | 6 (6.0) | 17 (13.4) | 19 (13.0) | 12 (13) | 16 (12.0) | 27 (19.0) |
| Cruelty | 0 (0.0) | 0 (0.0) | 0 (0.0) | 0 (0) | 0 (0.0) | 1 (1.0) |
| Discovery | 63 (58.3) | 98 (77.2) | 67 (45.3) | 48 (51) | 74 (56.0) | 90 (63.0) |
| Eroticism | 0 (0.0) | 0 (0.0) | 0 (0.0) | 1 (1) | 2 (2.0) | 0 (0.0) |
| Exploration | 38 (35.2) | 35 (29.0) | 13 (9.0) | 18 (19) | 28 (21.0) | 31 (22.0) |
| Expression | 58 (54.0) | 47 (37.0) | 65 (44.0) | 62 (65) | 69 (52.0) | 74 (52.0) |
| Fantasy | 24 (22.2) | 44 (35.0) | 13 (9.0) | 21 (22) | 20 (15.0) | 33 (23.1) |
| Fellowship | 48 (44.4) | 36 (28.3) | 66 (45.0) | 52 (55) | 64 (48.1) | 52 (36.4) |
| Humor | 11 (10.2) | 3 (2.4) | 7 (5.0) | 11 (12) | 10 (8.0) | 4 (3.0) |
| Nurture | 32 (30.0) | 53 (42.0) | 75 (51.0) | 46 (48) | 60 (45.1) | 55 (38.5) |
| Relaxation | 50 (46.3) | 33 (26.0) | 53 (36.0) | 46 (48) | 62 (47.0) | 33 (23.1) |
| Sensation | 25 (23.1) | 46 (36.2) | 27 (18.2) | 45 (47) | 31 (23.3) | 53 (37.1) |
| Simulation | 29 (27.0) | 86 (68.0) | 45 (30.4) | 30 (32) | 63 (47.4) | 107 (75.0) |
| Submission | 1 (1.0) | 1 (1.0) | 0 (0.0) | 1 (1) | 2 (2.0) | 2 (1.4) |
| Subversion | 0 (0.0) | 0 (0.0) | 0 (0.0) | 0 (0) | 0 (0.0) | 0 (0.0) |
| Suffering | 1 (1.0) | 0 (0.0) | 0 (0.0) | 0 (0) | 0 (0.0) | 4 (3.0) |
| Sympathy | 28 (26.0) | 14 (11.0) | 37 (25.0) | 28 (29) | 65 (49.0) | 37 (26.0) |
| Thrill | 3 (3.0) | 1 (1.0) | 0 (0.0) | 4 (4) | 4 (3.0) | 6 (4.2) |
aC: commercialization.
bE: education.
cH: human resource management.
dL: lifestyle.
eS: social issue.
fT: training.
Game mechanics distribution of each category.
| Mechanics | Ca (108 cases), | Eb (127 cases), | Hc (148 cases), | Ld (95 cases), | Se (133 cases), | Tf (143 cases), |
| Authority | 20 (19.0) | 33 (26.0) | 30 (20.3) | 21 (22) | 36 (27.0) | 44 (31.0) |
| Avatar | 41 (38.0) | 76 (60.0) | 65 (44.0) | 38 (40) | 33 (25.0) | 84 (59.0) |
| Badge | 78 (72.2) | 73 (57.5) | 125 (84.5) | 73 (77) | 84 (63.1) | 79 (55.2) |
| Codiscovery | 54 (50.0) | 56 (44.1) | 54 (36.5) | 44 (46) | 76 (57.1) | 64 (45.0) |
| Competition | 42 (39.0) | 38 (30.0) | 50 (34.0) | 26 (27) | 34 (26.0) | 55 (38.5) |
| Countdown | 29 (27.0) | 49 (39.0) | 27 (18.2) | 32 (34) | 45 (34.0) | 58 (41.0) |
| Leaderboard | 102 (94.4) | 124 (98.0) | 146 (99.0) | 94 (99) | 128 (96.2) | 140 (98.0) |
| Level | 20 (19.0) | 63 (50.0) | 32 (22.0) | 28 (29) | 19 (14.3) | 46 (32.2) |
| Lottery (luck) | 30 (28.0) | 31 (24.4) | 19 (13.0) | 24 (25) | 31 (23.3) | 35 (24.5) |
| Point | 87 (81.0) | 119 (94.0) | 144 (97.3) | 84 (88) | 112 (84.2) | 132 (92.3) |
| Progress | 105 (97.2) | 126 (99.2) | 146 (99.0) | 94 (99) | 132 (99.2) | 143 (100.0) |
| Quest (mission) | 48 (44.4) | 90 (71.0) | 53 (36.0) | 48 (51) | 61 (46.0) | 82 (57.3) |
| Real goods | 38 (35.2) | 6 (5.0) | 16 (11.0) | 12 (13) | 40 (30.1) | 10 (7.0) |
| Social network | 35 (32.4) | 14 (11.0) | 27 (18.2) | 16 (17) | 22 (17.6) | 15 (10.5) |
| Scaffolding | 20 (19.0) | 46 (36.4) | 20 (14.0) | 16 (17) | 28 (21.6) | 36 (25.2) |
| Unlocking | 21 (19.4) | 45 (35.4) | 24 (16.2) | 22 (22) | 29 (22.0) | 50 (35.0) |
| Virtual goods | 59 (55.0) | 76 (60.0) | 90 (61.0) | 45 (45) | 59 (44.4) | 72 (50.3) |
| Virtual money | 14 (13.0) | 31 (24.4) | 34 (23.0) | 19 (19) | 30 (23.0) | 25 (17.5) |
aC: commercialization.
bE: education.
cH: human resource management.
dL: lifestyle.
eS: social issue.
fT: training.
Pearson correlation results of game mechanics.
| Game mechanics | Pearson correlation | ||||
| Ca | Eb | Hc | Ld | Se | |
| E | .822f | — | — | — | — |
| H | .949f | .882f | — | — | — |
| L | .951f | .927f | .968f | — | — |
| S | .956f | .846f | .919f | .958f | — |
| Tg | .877f | .972f | .913f | .952f | .897f |
aC: commercialization.
bE: education.
cH: human resource management.
dL: lifestyle.
eS: social issue.
fP<.001.
gT: training.
Kendall correlation results of game mechanics.
| Game mechanics | Kendall correlation | ||||
| Cb | Ec | Hd | Le | Sf | |
| E | .518f | — | — | — | — |
| H | .598g | .682g | — | — | — |
| L | 678g | .801g | .742g | — | — |
| S | .713g | .507f | .559h | .665g | — |
| Tg | .607g | .862g | .743g | .849g | .608g |
aC: commercialization.
bE: education.
cH: human resource management.
dL: lifestyle.
eS: social issue.
fP=.003.
gP<.001.
hP=.001.
gT: training.
Pearson correlation results of playful user experience (PLEX) fun factors.
| Game mechanics | Pearson correlation | ||||
| Ca | Eb | Hc | Ld | Se | |
| E | .898f | — | — | — | — |
| H | .951f | .893f | — | — | — |
| L | .956f | .880f | .961f | — | — |
| S | .953f | .900f | .970f | .959f | — |
| Tg | .905f | .975f | .921f | .906f | .935f |
aC: commercialization.
bE: education.
cH: human resource management.
dL: lifestyle.
eS: social issue.
fP<.001.
gT: training.
Kendall correlation results of playful user experience (PLEX) fun factors.
| Game mechanics | Kendall correlation | ||||
| Ca | Eb | Hc | Ld | Se | |
| E | .735f | — | — | — | — |
| H | .828f | .774f | — | — | — |
| L | .841f | .787f | .84f | — | — |
| S | .841f | .770f | .832f | .889f | — |
| Tg | .773f | .871f | .794f | .803f | .812f |
aC: commercialization.
bE: education.
cH: human resource management.
dL: lifestyle.
eS: social issue.
fP<.001.
gT: training.
Average, minimum, and maximum number of applied game mechanics and playful user experience (PLEX) fun factors.
| Factors and mechanics | n | ||
| Average | 6 | ||
| Minimum | 2 | ||
| Maximum | 18 | ||
| Average | 8 | ||
| Minimum | 3 | ||
| Maximum | 18 | ||
Number of applied Game mechanics and playful user experience (PLEX) fun factors.
| Distribution | n (%) | ||
| 2 | 19 (2.6) | ||
| 3 | 59 (8.0) | ||
| 4 | 91 (12.1) | ||
| 5 | 145 (19.2) | ||
| 6 | 129 (17.1) | ||
| 7 | 88 (12.0) | ||
| 8 | 81 (10.8) | ||
| 9 | 46 (6.1) | ||
| 10 | 31 (4.1) | ||
| 11 | 31 (4.1) | ||
| 12 | 15 (2.0) | ||
| 13 | 9 (1.2) | ||
| 14 | 5 (1.0) | ||
| 15 | 1 (0.3) | ||
| 16 | 3 (0.3) | ||
| 18 | 1 (0.3) | ||
| Total | 754 (100.0) | ||
| 2 | 14 (2.0) | ||
| 3 | 50 (7.0) | ||
| 4 | 81 (11.0) | ||
| 5 | 115 (15.2) | ||
| 6 | 116 (15.4) | ||
| 7 | 103 (14.0) | ||
| 8 | 84 (11.1) | ||
| 9 | 61 (8.1) | ||
| 10 | 55 (7.3) | ||
| 11 | 29 (4.0) | ||
| 12 | 18 (2.4) | ||
| 13 | 10 (1.3) | ||
| 14 | 13 (2.0) | ||
| 15 | 1 (0.3) | ||
| 16 | 3 (0.3) | ||
| 18 | 1 (0.3) | ||
| Total | 754 (100.0) | ||
Summary of results.
| Research question and question keywords | Result | |
| Categories | Category classification: 6 categories | |
| Play types | Play types: software (80%), hardware (12%), and Big game or ARGa (8%) | |
| Published year | High proportion of published year: 2014 and 2015 | |
| PLEXb fun factors distribution | High proportion of PLEX fun factors: challenge and completion; low proportion of PLEX fun factors: cruelty, submission, subversion, suffering, and thrill | |
| Correlation each category | Correlation analysis: distribution of PLEX fun factors was similar in each category (a positive correlation for each category) | |
| Game mechanics distribution | High proportion of game mechanics: point, progress, and leaderboard; proportion of game mechanics was similarly distributed and used | |
| Correlation each category | Correlation analysis: distribution of game mechanics was similar in each category (a positive correlation for each category) | |
aARG: alternative reality game.
bPLEX: playful user experience.