In this paper, I present my ongoing dissertation project in- vestigating playful interaction techniques for productive pur- poses. The objective to find out how users can effectively create digital content while actually playing. Building upon and extending the notions of gamification, serious games and games with a purpose, I focus on productive aspects of play where not a task is extended with playful interaction, instead I aim to create playful environments where play is the main activity, while at the same time, productivity can be achieved as a direct result of the game or play activity. A first user study revealed that the approach has a high hedo- nistic value, low learning curve and creative self-perception. At the same time, the wo...
Part 1: Digital Games and Interactive EntertainmentInternational audienceThis paper describes a desi...
Play is seen as an activity that is fun, voluntary, offers escape, and is fundamentally exciting. Pl...
Experts state that research on playfulness and gamification has looked at video games to create bett...
The purpose of this project was to investigate play and our cultural assumptions as to its usefulnes...
Gamification – the use of game design elements in non-game contexts – is touted by many as the solut...
Digital games are today avaliable on all kinds of different platform. Games and game thinking is als...
Games have become a popular media. As a consequence, they have been studied extensively to see what ...
For a long time, playing games was considered as the opposite of being productive. However, in the d...
While digitalization is changing the way we work and live, new methods and strategies are needed for...
Motivation can sometimes be a problem for learners, especially when they do not find the purpose of ...
In this talk I will address a changing perspective on design, one in which users are defined as soci...
What is play? We all have an experiential sense of play, if not an objective one. While we may not b...
The goal of this article is to provide a conceptual framework to better understand digital games in ...
This article has as object of study gamification in education, presenting a discussion about the imp...
This paper describes textual, social and design dimensions of artefacts for play and learning by giv...
Part 1: Digital Games and Interactive EntertainmentInternational audienceThis paper describes a desi...
Play is seen as an activity that is fun, voluntary, offers escape, and is fundamentally exciting. Pl...
Experts state that research on playfulness and gamification has looked at video games to create bett...
The purpose of this project was to investigate play and our cultural assumptions as to its usefulnes...
Gamification – the use of game design elements in non-game contexts – is touted by many as the solut...
Digital games are today avaliable on all kinds of different platform. Games and game thinking is als...
Games have become a popular media. As a consequence, they have been studied extensively to see what ...
For a long time, playing games was considered as the opposite of being productive. However, in the d...
While digitalization is changing the way we work and live, new methods and strategies are needed for...
Motivation can sometimes be a problem for learners, especially when they do not find the purpose of ...
In this talk I will address a changing perspective on design, one in which users are defined as soci...
What is play? We all have an experiential sense of play, if not an objective one. While we may not b...
The goal of this article is to provide a conceptual framework to better understand digital games in ...
This article has as object of study gamification in education, presenting a discussion about the imp...
This paper describes textual, social and design dimensions of artefacts for play and learning by giv...
Part 1: Digital Games and Interactive EntertainmentInternational audienceThis paper describes a desi...
Play is seen as an activity that is fun, voluntary, offers escape, and is fundamentally exciting. Pl...
Experts state that research on playfulness and gamification has looked at video games to create bett...