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Understanding Gamification Through Goal-Setting Theory

Understanding Gamification Through Goal-Setting Theory

Written by Gustavo Tondello of the HCI Games Group. Goal-setting theory has been used for decades to explain how to motivate people to perform better in work-related tasks by setting and monitoring goals. Gamification is also inherently a goal-oriented activity, aimed at fostering motivation; therefore, it is logic to expect that these two practices would fit very well together and help us design better motivational experiences . . . (Read More)
Designing Keyboards for an Aging Population

Designing Keyboards for an Aging Population

Written by Colin Whaley. For most people, physically using computer peripherals is not a usability barrier — a keyboard is a keyboard is a keyboard, right? However, for the elderly or those with nerve damage, both sensory and motor problems may make the use of such computer peripherals uncomfortable or even painful . . . (Read More)
The Gamification User Types Hexad Scale

The Gamification User Types Hexad Scale

Written by Gustavo Tondello. Infographics by Marim Ganaba. Several studies have indicated the need for personalising gamified systems to users’ personalities. However, mapping user personality onto design elements is difficult. To address this problem, Marczewski developed the Gamification User Types Hexad framework, based on research on human motivation, player types, and practical design experience . . . (Read More)
What is Gamification anyway?

What is Gamification anyway?

You may have heard of word Gamification. It’s as much a buzzword as it is a new academic field. Many people are interested in what it is and how to use it effectively, but don’t know why it works. It’s clear why, since games excite us by driving our curiosity to discover something new. They make us feel accomplished when we overcome a difficult challenge or reach personal objectives . . . (Read More)

Biosignal Datasets for Emotion Recognition

Written by Mike Schaekermann. At the HCI Games Group, we love looking at emotion as a core driver of gameplay experience. One common technique used to find out how players experience a game prototype and what affective responses in-game interaction triggers, is to ask players how they feel after playing the game . . . (Read More)
Gamification of Physical Activity: Spirit50

Gamification of Physical Activity: Spirit50

Written by Dennis L. Kappen and Lennart E. Nacke HCI Games Group collaborated with Erin Billowits, founder and owner of Vintage Fitness, a Toronto based health and wellness company catering to the fitness training needs of adults of age 50 years and older. Vintage Fitness aimed to engage older adults in daily exercise routines by catering to the specialized needs of  the demographic and tailoring fitness routines based on health conditions of older adults . . . (Read More)