狠狠撸shows by User: GustavoTondello
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Mon, 30 Nov 2020 16:04:13 GMT狠狠撸Share feed for 狠狠撸shows by User: GustavoTondelloPersonalized Gameful Design
/GustavoTondello/personalized-gameful-design
personalizedgamefuldesign-201130160413 Several research studies have been showing that personalized gameful solutions can lead to higher engagement and performance. However, personalized gameful design faces two challenges: deciding how to select game elements and activities that are appealing to different users, and deciding how to adapt the experience to each user. In this talk, Gustavo reports on the latest research and his own experience designing personalized gameful solutions. To solve the first challenge (design), he will show how to use the classification of gameful design elements, the gameful design heuristics, and the user types models to create solutions that are appealing to different users. For the second challenge (adaptation), he will discuss strategies for customization (letting the user adjust their experience at will) or personalization (having the system automatically learn about the user and make adjustments).
Keynote presented at Gamification Europe 2020.]]>
Several research studies have been showing that personalized gameful solutions can lead to higher engagement and performance. However, personalized gameful design faces two challenges: deciding how to select game elements and activities that are appealing to different users, and deciding how to adapt the experience to each user. In this talk, Gustavo reports on the latest research and his own experience designing personalized gameful solutions. To solve the first challenge (design), he will show how to use the classification of gameful design elements, the gameful design heuristics, and the user types models to create solutions that are appealing to different users. For the second challenge (adaptation), he will discuss strategies for customization (letting the user adjust their experience at will) or personalization (having the system automatically learn about the user and make adjustments).
Keynote presented at Gamification Europe 2020.]]>
Mon, 30 Nov 2020 16:04:13 GMT/GustavoTondello/personalized-gameful-designGustavoTondello@slideshare.net(GustavoTondello)Personalized Gameful DesignGustavoTondelloSeveral research studies have been showing that personalized gameful solutions can lead to higher engagement and performance. However, personalized gameful design faces two challenges: deciding how to select game elements and activities that are appealing to different users, and deciding how to adapt the experience to each user. In this talk, Gustavo reports on the latest research and his own experience designing personalized gameful solutions. To solve the first challenge (design), he will show how to use the classification of gameful design elements, the gameful design heuristics, and the user types models to create solutions that are appealing to different users. For the second challenge (adaptation), he will discuss strategies for customization (letting the user adjust their experience at will) or personalization (having the system automatically learn about the user and make adjustments).
Keynote presented at Gamification Europe 2020.<img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/personalizedgamefuldesign-201130160413-thumbnail.jpg?width=120&height=120&fit=bounds" /><br> Several research studies have been showing that personalized gameful solutions can lead to higher engagement and performance. However, personalized gameful design faces two challenges: deciding how to select game elements and activities that are appealing to different users, and deciding how to adapt the experience to each user. In this talk, Gustavo reports on the latest research and his own experience designing personalized gameful solutions. To solve the first challenge (design), he will show how to use the classification of gameful design elements, the gameful design heuristics, and the user types models to create solutions that are appealing to different users. For the second challenge (adaptation), he will discuss strategies for customization (letting the user adjust their experience at will) or personalization (having the system automatically learn about the user and make adjustments).
Keynote presented at Gamification Europe 2020.
]]>
4510https://cdn.slidesharecdn.com/ss_thumbnails/personalizedgamefuldesign-201130160413-thumbnail.jpg?width=120&height=120&fit=boundspresentationBlackhttp://activitystrea.ms/schema/1.0/posthttp://activitystrea.ms/schema/1.0/posted0Player Characteristics and Video Game Preferences
/slideshow/player-characteristics-and-video-game-preferences/194040717
playertraits-chiplay2019-191115194628 The Games User Research literature has advanced considerably on understanding why people play games and what different types of games or mechanics they prefer. However, what has been less studied is how models of player preferences explain their game choices. In this study, we address this question by analyzing data about the games that participants enjoy, their player trait scores, and their preferred game elements and playing styles. The results provide evidence that these scores can significantly explain participants鈥� preferences for different games. Additionally, we provide information about the characteristics of players who enjoy each game. This work was presented at CHI PLAY 2019.]]>
The Games User Research literature has advanced considerably on understanding why people play games and what different types of games or mechanics they prefer. However, what has been less studied is how models of player preferences explain their game choices. In this study, we address this question by analyzing data about the games that participants enjoy, their player trait scores, and their preferred game elements and playing styles. The results provide evidence that these scores can significantly explain participants鈥� preferences for different games. Additionally, we provide information about the characteristics of players who enjoy each game. This work was presented at CHI PLAY 2019.]]>
Fri, 15 Nov 2019 19:46:28 GMT/slideshow/player-characteristics-and-video-game-preferences/194040717GustavoTondello@slideshare.net(GustavoTondello)Player Characteristics and Video Game PreferencesGustavoTondelloThe Games User Research literature has advanced considerably on understanding why people play games and what different types of games or mechanics they prefer. However, what has been less studied is how models of player preferences explain their game choices. In this study, we address this question by analyzing data about the games that participants enjoy, their player trait scores, and their preferred game elements and playing styles. The results provide evidence that these scores can significantly explain participants鈥� preferences for different games. Additionally, we provide information about the characteristics of players who enjoy each game. This work was presented at CHI PLAY 2019.<img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/playertraits-chiplay2019-191115194628-thumbnail.jpg?width=120&height=120&fit=bounds" /><br> The Games User Research literature has advanced considerably on understanding why people play games and what different types of games or mechanics they prefer. However, what has been less studied is how models of player preferences explain their game choices. In this study, we address this question by analyzing data about the games that participants enjoy, their player trait scores, and their preferred game elements and playing styles. The results provide evidence that these scores can significantly explain participants鈥� preferences for different games. Additionally, we provide information about the characteristics of players who enjoy each game. This work was presented at CHI PLAY 2019.
]]>
8623https://cdn.slidesharecdn.com/ss_thumbnails/playertraits-chiplay2019-191115194628-thumbnail.jpg?width=120&height=120&fit=boundspresentationBlackhttp://activitystrea.ms/schema/1.0/posthttp://activitystrea.ms/schema/1.0/posted0"I don't fit into a single type": A Trait Model and Scale of Game Playing Preferences
/slideshow/i-dont-fit-into-a-single-type-a-trait-model-and-scale-of-game-playing-preferences/168383223
playertraits-interact2019-190902142442 Player typology models classify different player motivations and behaviours. These models are necessary to design personalized games or to target specific audiences. However, many models lack validation and standard measurement instruments. Additionally, they rely on type theories, which split players into separate categories. Yet, personality research has lately favoured trait theories, which recognize that people's preferences are composed of a sum of different characteristics. Given these shortcomings of existing models, we developed a player traits model built on a detailed review and synthesis of the extant literature, which introduces five player traits: aesthetic orientation, narrative orientation, goal orientation, social orientation, and challenge orientation. Furthermore, we created and validated a 25-item measurement scale for the five player traits. This scale outputs a player profile, which describes participants' preferences for different game elements and game playing styles. Finally, we demonstrate that this is the first validated player preferences model and how it serves as an actionable tool for personalized game design.]]>
Player typology models classify different player motivations and behaviours. These models are necessary to design personalized games or to target specific audiences. However, many models lack validation and standard measurement instruments. Additionally, they rely on type theories, which split players into separate categories. Yet, personality research has lately favoured trait theories, which recognize that people's preferences are composed of a sum of different characteristics. Given these shortcomings of existing models, we developed a player traits model built on a detailed review and synthesis of the extant literature, which introduces five player traits: aesthetic orientation, narrative orientation, goal orientation, social orientation, and challenge orientation. Furthermore, we created and validated a 25-item measurement scale for the five player traits. This scale outputs a player profile, which describes participants' preferences for different game elements and game playing styles. Finally, we demonstrate that this is the first validated player preferences model and how it serves as an actionable tool for personalized game design.]]>
Mon, 02 Sep 2019 14:24:41 GMT/slideshow/i-dont-fit-into-a-single-type-a-trait-model-and-scale-of-game-playing-preferences/168383223GustavoTondello@slideshare.net(GustavoTondello)"I don't fit into a single type": A Trait Model and Scale of Game Playing PreferencesGustavoTondelloPlayer typology models classify different player motivations and behaviours. These models are necessary to design personalized games or to target specific audiences. However, many models lack validation and standard measurement instruments. Additionally, they rely on type theories, which split players into separate categories. Yet, personality research has lately favoured trait theories, which recognize that people's preferences are composed of a sum of different characteristics. Given these shortcomings of existing models, we developed a player traits model built on a detailed review and synthesis of the extant literature, which introduces five player traits: aesthetic orientation, narrative orientation, goal orientation, social orientation, and challenge orientation. Furthermore, we created and validated a 25-item measurement scale for the five player traits. This scale outputs a player profile, which describes participants' preferences for different game elements and game playing styles. Finally, we demonstrate that this is the first validated player preferences model and how it serves as an actionable tool for personalized game design.<img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/playertraits-interact2019-190902142442-thumbnail.jpg?width=120&height=120&fit=bounds" /><br> Player typology models classify different player motivations and behaviours. These models are necessary to design personalized games or to target specific audiences. However, many models lack validation and standard measurement instruments. Additionally, they rely on type theories, which split players into separate categories. Yet, personality research has lately favoured trait theories, which recognize that people's preferences are composed of a sum of different characteristics. Given these shortcomings of existing models, we developed a player traits model built on a detailed review and synthesis of the extant literature, which introduces five player traits: aesthetic orientation, narrative orientation, goal orientation, social orientation, and challenge orientation. Furthermore, we created and validated a 25-item measurement scale for the five player traits. This scale outputs a player profile, which describes participants' preferences for different game elements and game playing styles. Finally, we demonstrate that this is the first validated player preferences model and how it serves as an actionable tool for personalized game design.
]]>
56213https://cdn.slidesharecdn.com/ss_thumbnails/playertraits-interact2019-190902142442-thumbnail.jpg?width=120&height=120&fit=boundspresentationBlackhttp://activitystrea.ms/schema/1.0/posthttp://activitystrea.ms/schema/1.0/posted0Dynamic Personalization of Gameful Interactive Systems
/slideshow/dynamic-personalization-of-gameful-interactive-systems/152984510
dynamicpersonalizationofgamefulinteractivesystems-190701164415 These are the slides of my Ph.D. thesis oral defence at the University of Waterloo on June 20, 2019.
Gameful design, the process of creating a system with affordances for gameful experiences, can be used to increase user engagement and enjoyment of digital interactive systems. It can also be used to create applications for behaviour change in areas such as health, wellness, education, customer loyalty, and employee management. However, existing research suggests that the qualities of users, such as their personality traits, preferences, or identification with the task, can influence gamification outcomes.
Given how user qualities shape the gameful experience, it is important to understand how to personalize gameful systems. Current evidence suggests that personalized gameful systems can lead to increased user engagement and be more effective in helping users achieve their goals than generic ones. However, to create this kind of system, designers need a specific method to guide them in personalizing the gameful experience to their target audience. To address this need, this thesis proposes a method for personalized gameful design with three steps: (1) classification of user preferences, (2) classification and selection of gameful design elements, and (3) heuristic evaluation of the design.
Furthermore, this thesis describes the design, implementation, and pilot evaluation of a software platform for the study of personalized gameful design. It integrates nine gameful design elements built around a main instrumental task, enabling researchers to observe and study the gameful experience of participants. The platform is flexible so the instrumental task can be changed, game elements can be added or removed, and the level and type of personalization or customization can be controlled. This allows researchers to generate different experimental conditions to study a broad range of research questions.
Our personalized gameful design method provides practical tools and clear guidelines to help designers effectively build personalized gameful systems.]]>
These are the slides of my Ph.D. thesis oral defence at the University of Waterloo on June 20, 2019.
Gameful design, the process of creating a system with affordances for gameful experiences, can be used to increase user engagement and enjoyment of digital interactive systems. It can also be used to create applications for behaviour change in areas such as health, wellness, education, customer loyalty, and employee management. However, existing research suggests that the qualities of users, such as their personality traits, preferences, or identification with the task, can influence gamification outcomes.
Given how user qualities shape the gameful experience, it is important to understand how to personalize gameful systems. Current evidence suggests that personalized gameful systems can lead to increased user engagement and be more effective in helping users achieve their goals than generic ones. However, to create this kind of system, designers need a specific method to guide them in personalizing the gameful experience to their target audience. To address this need, this thesis proposes a method for personalized gameful design with three steps: (1) classification of user preferences, (2) classification and selection of gameful design elements, and (3) heuristic evaluation of the design.
Furthermore, this thesis describes the design, implementation, and pilot evaluation of a software platform for the study of personalized gameful design. It integrates nine gameful design elements built around a main instrumental task, enabling researchers to observe and study the gameful experience of participants. The platform is flexible so the instrumental task can be changed, game elements can be added or removed, and the level and type of personalization or customization can be controlled. This allows researchers to generate different experimental conditions to study a broad range of research questions.
Our personalized gameful design method provides practical tools and clear guidelines to help designers effectively build personalized gameful systems.]]>
Mon, 01 Jul 2019 16:44:15 GMT/slideshow/dynamic-personalization-of-gameful-interactive-systems/152984510GustavoTondello@slideshare.net(GustavoTondello)Dynamic Personalization of Gameful Interactive SystemsGustavoTondelloThese are the slides of my Ph.D. thesis oral defence at the University of Waterloo on June 20, 2019.
Gameful design, the process of creating a system with affordances for gameful experiences, can be used to increase user engagement and enjoyment of digital interactive systems. It can also be used to create applications for behaviour change in areas such as health, wellness, education, customer loyalty, and employee management. However, existing research suggests that the qualities of users, such as their personality traits, preferences, or identification with the task, can influence gamification outcomes.
Given how user qualities shape the gameful experience, it is important to understand how to personalize gameful systems. Current evidence suggests that personalized gameful systems can lead to increased user engagement and be more effective in helping users achieve their goals than generic ones. However, to create this kind of system, designers need a specific method to guide them in personalizing the gameful experience to their target audience. To address this need, this thesis proposes a method for personalized gameful design with three steps: (1) classification of user preferences, (2) classification and selection of gameful design elements, and (3) heuristic evaluation of the design.
Furthermore, this thesis describes the design, implementation, and pilot evaluation of a software platform for the study of personalized gameful design. It integrates nine gameful design elements built around a main instrumental task, enabling researchers to observe and study the gameful experience of participants. The platform is flexible so the instrumental task can be changed, game elements can be added or removed, and the level and type of personalization or customization can be controlled. This allows researchers to generate different experimental conditions to study a broad range of research questions.
Our personalized gameful design method provides practical tools and clear guidelines to help designers effectively build personalized gameful systems.<img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/dynamicpersonalizationofgamefulinteractivesystems-190701164415-thumbnail.jpg?width=120&height=120&fit=bounds" /><br> These are the slides of my Ph.D. thesis oral defence at the University of Waterloo on June 20, 2019.
Gameful design, the process of creating a system with affordances for gameful experiences, can be used to increase user engagement and enjoyment of digital interactive systems. It can also be used to create applications for behaviour change in areas such as health, wellness, education, customer loyalty, and employee management. However, existing research suggests that the qualities of users, such as their personality traits, preferences, or identification with the task, can influence gamification outcomes.
Given how user qualities shape the gameful experience, it is important to understand how to personalize gameful systems. Current evidence suggests that personalized gameful systems can lead to increased user engagement and be more effective in helping users achieve their goals than generic ones. However, to create this kind of system, designers need a specific method to guide them in personalizing the gameful experience to their target audience. To address this need, this thesis proposes a method for personalized gameful design with three steps: (1) classification of user preferences, (2) classification and selection of gameful design elements, and (3) heuristic evaluation of the design.
Furthermore, this thesis describes the design, implementation, and pilot evaluation of a software platform for the study of personalized gameful design. It integrates nine gameful design elements built around a main instrumental task, enabling researchers to observe and study the gameful experience of participants. The platform is flexible so the instrumental task can be changed, game elements can be added or removed, and the level and type of personalization or customization can be controlled. This allows researchers to generate different experimental conditions to study a broad range of research questions.
Our personalized gameful design method provides practical tools and clear guidelines to help designers effectively build personalized gameful systems.
]]>
5827https://cdn.slidesharecdn.com/ss_thumbnails/dynamicpersonalizationofgamefulinteractivesystems-190701164415-thumbnail.jpg?width=120&height=120&fit=boundspresentationBlackhttp://activitystrea.ms/schema/1.0/posthttp://activitystrea.ms/schema/1.0/posted0A Theory of Gamification Principles Through Goal-Setting Theory
/slideshow/a-theory-of-gamification-principles-through-goalsetting-theory/87747553
hicss-goalsettingandgamification-180210173044 Goal setting theory has been used for decades to explain how to motivate people to perform better in work related tasks, but more recently gamification has also gained attention as an alternative method to increase employee engagement and performance at work. However, despite goal setting and feedback being at the core of gameful implementations, there is a lack of literature explaining how gamification works through the lens of goal setting theory or suggesting how goal setting concepts and recommendations can be employed to improve gameful systems. Therefore, we present a conceptual framework that establishes a relationship between the goal setting concepts and gamification concepts and mechanisms. Next, we describe how this framework can help explain the mechanisms behind gamification and suggest potential improvements to current gameful design methods. Finally, we propose directions for future empirical research aimed to apply this conceptual framework in practice.]]>
Goal setting theory has been used for decades to explain how to motivate people to perform better in work related tasks, but more recently gamification has also gained attention as an alternative method to increase employee engagement and performance at work. However, despite goal setting and feedback being at the core of gameful implementations, there is a lack of literature explaining how gamification works through the lens of goal setting theory or suggesting how goal setting concepts and recommendations can be employed to improve gameful systems. Therefore, we present a conceptual framework that establishes a relationship between the goal setting concepts and gamification concepts and mechanisms. Next, we describe how this framework can help explain the mechanisms behind gamification and suggest potential improvements to current gameful design methods. Finally, we propose directions for future empirical research aimed to apply this conceptual framework in practice.]]>
Sat, 10 Feb 2018 17:30:44 GMT/slideshow/a-theory-of-gamification-principles-through-goalsetting-theory/87747553GustavoTondello@slideshare.net(GustavoTondello)A Theory of Gamification Principles Through Goal-Setting TheoryGustavoTondelloGoal setting theory has been used for decades to explain how to motivate people to perform better in work related tasks, but more recently gamification has also gained attention as an alternative method to increase employee engagement and performance at work. However, despite goal setting and feedback being at the core of gameful implementations, there is a lack of literature explaining how gamification works through the lens of goal setting theory or suggesting how goal setting concepts and recommendations can be employed to improve gameful systems. Therefore, we present a conceptual framework that establishes a relationship between the goal setting concepts and gamification concepts and mechanisms. Next, we describe how this framework can help explain the mechanisms behind gamification and suggest potential improvements to current gameful design methods. Finally, we propose directions for future empirical research aimed to apply this conceptual framework in practice.<img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/hicss-goalsettingandgamification-180210173044-thumbnail.jpg?width=120&height=120&fit=bounds" /><br> Goal setting theory has been used for decades to explain how to motivate people to perform better in work related tasks, but more recently gamification has also gained attention as an alternative method to increase employee engagement and performance at work. However, despite goal setting and feedback being at the core of gameful implementations, there is a lack of literature explaining how gamification works through the lens of goal setting theory or suggesting how goal setting concepts and recommendations can be employed to improve gameful systems. Therefore, we present a conceptual framework that establishes a relationship between the goal setting concepts and gamification concepts and mechanisms. Next, we describe how this framework can help explain the mechanisms behind gamification and suggest potential improvements to current gameful design methods. Finally, we propose directions for future empirical research aimed to apply this conceptual framework in practice.
]]>
51025https://cdn.slidesharecdn.com/ss_thumbnails/hicss-goalsettingandgamification-180210173044-thumbnail.jpg?width=120&height=120&fit=boundspresentationBlackhttp://activitystrea.ms/schema/1.0/posthttp://activitystrea.ms/schema/1.0/posted0A Framework and Taxonomy of Videogame Playing Preferences (CHI PLAY 17)
/slideshow/a-framework-and-taxonomy-of-videogame-playing-preferences/80915848
taxonomyplayingpreferenceschiplay2017-171017210043 We propose a conceptual framework of player preferences based on two dimensions: game elements and game playing styles. To investigate these two concepts, we conducted an online survey of player preferences, which allowed us to create a taxonomy of nine groups of game elements and five groups of game playing styles. These two concepts are foundational to games, which means that our model can be used by designers to create games that are tailored to their target audience.]]>
We propose a conceptual framework of player preferences based on two dimensions: game elements and game playing styles. To investigate these two concepts, we conducted an online survey of player preferences, which allowed us to create a taxonomy of nine groups of game elements and five groups of game playing styles. These two concepts are foundational to games, which means that our model can be used by designers to create games that are tailored to their target audience.]]>
Tue, 17 Oct 2017 21:00:43 GMT/slideshow/a-framework-and-taxonomy-of-videogame-playing-preferences/80915848GustavoTondello@slideshare.net(GustavoTondello)A Framework and Taxonomy of Videogame Playing Preferences (CHI PLAY 17)GustavoTondelloWe propose a conceptual framework of player preferences based on two dimensions: game elements and game playing styles. To investigate these two concepts, we conducted an online survey of player preferences, which allowed us to create a taxonomy of nine groups of game elements and five groups of game playing styles. These two concepts are foundational to games, which means that our model can be used by designers to create games that are tailored to their target audience.<img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/taxonomyplayingpreferenceschiplay2017-171017210043-thumbnail.jpg?width=120&height=120&fit=bounds" /><br> We propose a conceptual framework of player preferences based on two dimensions: game elements and game playing styles. To investigate these two concepts, we conducted an online survey of player preferences, which allowed us to create a taxonomy of nine groups of game elements and five groups of game playing styles. These two concepts are foundational to games, which means that our model can be used by designers to create games that are tailored to their target audience.
]]>
6447https://cdn.slidesharecdn.com/ss_thumbnails/taxonomyplayingpreferenceschiplay2017-171017210043-thumbnail.jpg?width=120&height=120&fit=boundspresentationBlackhttp://activitystrea.ms/schema/1.0/posthttp://activitystrea.ms/schema/1.0/posted0Introduction to Gameful Design Heuristics (CHI 2017)
/slideshow/introduction-to-gameful-design-heuristics-chi-2017/75689801
chilecture1-introductiontogamefuldesignheuristics-170504204513 Part 1/2 of CHI 2017 course "Applying Gameful Design Heuristics". This course will supply attendees with our gameful design heuristics and train them in using the heuristics on an example application. Finally, at the end of the second unit, we
will be discussing how to generate design ideas with the heuristics.]]>
Part 1/2 of CHI 2017 course "Applying Gameful Design Heuristics". This course will supply attendees with our gameful design heuristics and train them in using the heuristics on an example application. Finally, at the end of the second unit, we
will be discussing how to generate design ideas with the heuristics.]]>
Thu, 04 May 2017 20:45:13 GMT/slideshow/introduction-to-gameful-design-heuristics-chi-2017/75689801GustavoTondello@slideshare.net(GustavoTondello)Introduction to Gameful Design Heuristics (CHI 2017)GustavoTondelloPart 1/2 of CHI 2017 course "Applying Gameful Design Heuristics". This course will supply attendees with our gameful design heuristics and train them in using the heuristics on an example application. Finally, at the end of the second unit, we
will be discussing how to generate design ideas with the heuristics.<img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/chilecture1-introductiontogamefuldesignheuristics-170504204513-thumbnail.jpg?width=120&height=120&fit=bounds" /><br> Part 1/2 of CHI 2017 course "Applying Gameful Design Heuristics". This course will supply attendees with our gameful design heuristics and train them in using the heuristics on an example application. Finally, at the end of the second unit, we
will be discussing how to generate design ideas with the heuristics.
]]>
19396https://cdn.slidesharecdn.com/ss_thumbnails/chilecture1-introductiontogamefuldesignheuristics-170504204513-thumbnail.jpg?width=120&height=120&fit=boundspresentationBlackhttp://activitystrea.ms/schema/1.0/posthttp://activitystrea.ms/schema/1.0/posted0The 12 Dimensions of Motivational Affordances
/slideshow/the-12-dimensions-of-motivational-affordances/73747068
motivationdimensions-170328000943 In gameful design, motivational affordances are often used to facilitate intrinsic and extrinsic motivations. This presentation details the 12 dimensions of motivational affordances according to the Gameful Design Heuristics by the HCI Games Group.]]>
In gameful design, motivational affordances are often used to facilitate intrinsic and extrinsic motivations. This presentation details the 12 dimensions of motivational affordances according to the Gameful Design Heuristics by the HCI Games Group.]]>
Tue, 28 Mar 2017 00:09:43 GMT/slideshow/the-12-dimensions-of-motivational-affordances/73747068GustavoTondello@slideshare.net(GustavoTondello)The 12 Dimensions of Motivational AffordancesGustavoTondelloIn gameful design, motivational affordances are often used to facilitate intrinsic and extrinsic motivations. This presentation details the 12 dimensions of motivational affordances according to the Gameful Design Heuristics by the HCI Games Group.<img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/motivationdimensions-170328000943-thumbnail.jpg?width=120&height=120&fit=bounds" /><br> In gameful design, motivational affordances are often used to facilitate intrinsic and extrinsic motivations. This presentation details the 12 dimensions of motivational affordances according to the Gameful Design Heuristics by the HCI Games Group.
]]>
16055https://cdn.slidesharecdn.com/ss_thumbnails/motivationdimensions-170328000943-thumbnail.jpg?width=120&height=120&fit=boundspresentationBlackhttp://activitystrea.ms/schema/1.0/posthttp://activitystrea.ms/schema/1.0/posted0The Gamification User Types Hexad Scale
/slideshow/the-gamification-user-types-hexad-scale/67427770
hexadchiplay2-161019210218 Do all users equally enjoy all game elements in gamification?
This talk presents the Hexad user types survey and the game elements correlated with each one of the six Hexad user types.
Presented at the ACM CHI PLAY 2016 Conference.]]>
Do all users equally enjoy all game elements in gamification?
This talk presents the Hexad user types survey and the game elements correlated with each one of the six Hexad user types.
Presented at the ACM CHI PLAY 2016 Conference.]]>
Wed, 19 Oct 2016 21:02:18 GMT/slideshow/the-gamification-user-types-hexad-scale/67427770GustavoTondello@slideshare.net(GustavoTondello)The Gamification User Types Hexad ScaleGustavoTondelloDo all users equally enjoy all game elements in gamification?
This talk presents the Hexad user types survey and the game elements correlated with each one of the six Hexad user types.
Presented at the ACM CHI PLAY 2016 Conference.<img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/hexadchiplay2-161019210218-thumbnail.jpg?width=120&height=120&fit=bounds" /><br> Do all users equally enjoy all game elements in gamification?
This talk presents the Hexad user types survey and the game elements correlated with each one of the six Hexad user types.
Presented at the ACM CHI PLAY 2016 Conference.
]]>
148310https://cdn.slidesharecdn.com/ss_thumbnails/hexadchiplay2-161019210218-thumbnail.jpg?width=120&height=120&fit=boundspresentationBlackhttp://activitystrea.ms/schema/1.0/posthttp://activitystrea.ms/schema/1.0/posted0Personality-targeted Gamification
/slideshow/personalitytargeted-gamification/65194175
personality-targeted-gamification-160820185403 A summary of findings from a research study presented at CHI 2016 that investigated how different people respond to various gamification approaches.]]>
A summary of findings from a research study presented at CHI 2016 that investigated how different people respond to various gamification approaches.]]>
Sat, 20 Aug 2016 18:54:02 GMT/slideshow/personalitytargeted-gamification/65194175GustavoTondello@slideshare.net(GustavoTondello)Personality-targeted GamificationGustavoTondelloA summary of findings from a research study presented at CHI 2016 that investigated how different people respond to various gamification approaches.<img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/personality-targeted-gamification-160820185403-thumbnail.jpg?width=120&height=120&fit=bounds" /><br> A summary of findings from a research study presented at CHI 2016 that investigated how different people respond to various gamification approaches.
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2892https://cdn.slidesharecdn.com/ss_thumbnails/personality-targeted-gamification-160820185403-thumbnail.jpg?width=120&height=120&fit=boundsinfographicBlackhttp://activitystrea.ms/schema/1.0/posthttp://activitystrea.ms/schema/1.0/posted0Gamification: An Introduction
/slideshow/gamification-an-introduction-64008373/64008373
gamification-anintroduction-160714004502 An Introduction to what gamification is. Examples of gamification applications, platforms, and methods.
I put these slides together for a lecture I've given at the University of Waterloo, July 2016.]]>
An Introduction to what gamification is. Examples of gamification applications, platforms, and methods.
I put these slides together for a lecture I've given at the University of Waterloo, July 2016.]]>
Thu, 14 Jul 2016 00:45:02 GMT/slideshow/gamification-an-introduction-64008373/64008373GustavoTondello@slideshare.net(GustavoTondello)Gamification: An IntroductionGustavoTondelloAn Introduction to what gamification is. Examples of gamification applications, platforms, and methods.
I put these slides together for a lecture I've given at the University of Waterloo, July 2016.<img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/gamification-anintroduction-160714004502-thumbnail.jpg?width=120&height=120&fit=bounds" /><br> An Introduction to what gamification is. Examples of gamification applications, platforms, and methods.
I put these slides together for a lecture I've given at the University of Waterloo, July 2016.
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18022https://cdn.slidesharecdn.com/ss_thumbnails/gamification-anintroduction-160714004502-thumbnail.jpg?width=120&height=120&fit=boundspresentationBlackhttp://activitystrea.ms/schema/1.0/posthttp://activitystrea.ms/schema/1.0/posted0https://cdn.slidesharecdn.com/profile-photo-GustavoTondello-48x48.jpg?cb=1675625455Software Engineer at Google. Co-Founder, Gamification Consultant and Specialist, and Software Engineer at MotiviUX. Blogger at Gameful Bits.
Former Senior Software Developer at AppCentrica and OpenText. Former Instructor and Instructional Support Coordinator 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.
I am also a researcher of Logosophy, and I am affiliated with the Logosophical Foundation of Brazil and of the USA.www.gamefulbits.comhttps://cdn.slidesharecdn.com/ss_thumbnails/personalizedgamefuldesign-201130160413-thumbnail.jpg?width=320&height=320&fit=boundsGustavoTondello/personalized-gameful-designPersonalized Gameful D...https://cdn.slidesharecdn.com/ss_thumbnails/playertraits-chiplay2019-191115194628-thumbnail.jpg?width=320&height=320&fit=boundsslideshow/player-characteristics-and-video-game-preferences/194040717Player Characteristics...https://cdn.slidesharecdn.com/ss_thumbnails/playertraits-interact2019-190902142442-thumbnail.jpg?width=320&height=320&fit=boundsslideshow/i-dont-fit-into-a-single-type-a-trait-model-and-scale-of-game-playing-preferences/168383223"I don't fit into a si...