Practical Functions of Psychology - Gamification

May 5, 2017

Gamification is a fairly new phenomenon that is being used in many areas of education as well as the workforce.  In order for this technique to be used successfully, it’s important to understand the factors that allow the learner to engage in the activity and retain the information.  Motivation is one piece of that puzzle.  This podcast will discuss the importance of motivation (and flow) in gamification.  This is helpful for anyone who is using gamification in their area of work, classroom, or anyone designing games for this purpose.

Contributor: Kelle Daniels

References

Csikszentmihalyi, M.  Flow.  Harper Perennial Modern Classics, 1990.  New York, NY. 

Gee, J. P. (2003). What video games have to teach us about learning and literacy. Computers in Entertainment (CIE), 1(1), 20-20.

Greenberg BS, Sherry JL, Lachlan K, et al. Orientations to video games among gender and age groups. Simulation and Gaming 2010; 41:238–259.

Jen-Wei, C., & Hung-Yu, W. (2016). Exploring Engaging Gamification Mechanics in Massive Online Open Courses. Journal Of Educational Technology & Society, 19(2), 177-203.

Johnson, D., Gardner, J., & Sweetser, P. (2016). Motivations for videogame play: Predictors of time spent playing. Computers In Human Behavior, 63805-812. doi:10.1016/j.chb.2016.06.028

Kwon, K. H., Halavais, A., & Havener, S. (2015). Tweeting Badges: User Motivations for Displaying Achievement in Publicly Networked Environments.   Cyberpsychology, Behavior & Social Networking, 18(2), 93-100. doi:10.1089/cyber.2014.0438

Myers, David. Psychology in Everyday Life. Worth Publishers, 2009. VitalBook file.

Sherry, J. L., Lucas, K., Greenberg, B. S., & Holmstrom, A. (2013). Child Development and Genre Preference: Research for Educational Game Design. Cyberpsychology, Behavior & Social Networking, 16(5), 335-339. doi:10.1089/cyber.2012.0242

Su, C., & Cheng, C. (2015). A mobile gamification learning system for improving the learning motivation and achievements. Journal Of Computer Assisted Learning, 31(3), 268-286. doi:10.1111/jcal.12088

Vermeulen, L., & Van Looy, J. (2016). “I Play So I Am?” A Gender Study into Stereotype Perception and Genre Choice of Digital Game Players. Journal Of Broadcasting & Electronic Media, 60(2), 286-304. doi:10.1080/08838151.2016.1164169

 

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