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Palmquist, A. & Gillberg, D. (2023). Eye of the Beholder: Analyzing a Gamification Design Through a Servicescape Lens. In: Information Resources Management Association (Ed.), Research Anthology on Game Design, Development, Usage, and Social Impact: (pp. 557-583). IGI Global
Open this publication in new window or tab >>Eye of the Beholder: Analyzing a Gamification Design Through a Servicescape Lens
2023 (English)In: Research Anthology on Game Design, Development, Usage, and Social Impact / [ed] Information Resources Management Association, IGI Global, 2023, p. 557-583Chapter in book (Refereed)
Abstract [en]

Gamification, the idea of using game design elements to make tasks more engaging, is used in many contexts. The enthusiasm for gamification and its potential uses can be seen in different research- as well as business fields. As of this day, there exists no dominant design principle or standard on how to construct a gamified solution. However, there seem to exist generic dogmas on what a gamification solution should include, look and feel like. The theories used to explain the gamification techniques often originate from the field of game design and psychology. It is possible that more research fields could be used as a lens to magnify the effects of gamified information systems. In this report, we use the theories from environmental psychology and the servicescape methods to construct a lens to suggest improvements in gamification design for a learning management system used in higher education.

Place, publisher, year, edition, pages
IGI Global, 2023
Keywords
gamification, servicescapes, servicescape methods, environmental psychology
National Category
Educational Sciences Pedagogy Human Computer Interaction
Research subject
Interaction Lab (ILAB)
Identifiers
urn:nbn:se:his:diva-22906 (URN)10.4018/978-1-6684-7589-8.ch027 (DOI)2-s2.0-85162021459 (Scopus ID)978-1-6684-7589-8 (ISBN)1-6684-7589-8 (ISBN)978-1-6684-7590-4 (ISBN)
Available from: 2023-06-30 Created: 2023-06-30 Last updated: 2025-09-29Bibliographically approved
Kolbeinsson, A., Palmquist, A., Lindblom, J. & Sánchez, J. L. (2021). To What Extent is Gamification an Effective Tool for Onboarding Users into a DHM Tool. In: Marcelo M. Soares; Elizabeth Rosenzweig; Aaron Marcus (Ed.), Design, User Experience, and Usability: UX Research and Design: 10th International Conference, DUXU 2021, Held as Part of the 23rd HCI International Conference, HCII 2021, Virtual Event, July 24–29, 2021, Proceedings, Part I. Paper presented at 10th International Conference, Design, User Experience and Usability, DUXU 2021, Held as Part of the 23rd International Conference on Human-Computer Interaction, HCII 2021, Virtual Event, July 24–29, 2021 (pp. 48-66). Cham: Springer, 12779
Open this publication in new window or tab >>To What Extent is Gamification an Effective Tool for Onboarding Users into a DHM Tool
2021 (English)In: Design, User Experience, and Usability: UX Research and Design: 10th International Conference, DUXU 2021, Held as Part of the 23rd HCI International Conference, HCII 2021, Virtual Event, July 24–29, 2021, Proceedings, Part I / [ed] Marcelo M. Soares; Elizabeth Rosenzweig; Aaron Marcus, Cham: Springer, 2021, Vol. 12779, p. 48-66Conference paper, Published paper (Refereed)
Abstract [en]

Applying game-like elements to tasks or computer systems meant for serious, non-game, activities is becoming more common, and is seen as a way to support users in learning a system or to support users in performing tasks better. Applying game-like elements requires an understanding of users, the target task, and what can motivate the target users in their tasks. As in any system development, the success of the design requires validating, and this may be done multiple times in the development cycle. Some concepts, such as usability or user experience have well-established testing methods, while gamification is still a relatively immature field and evaluation methods are still being developed. This paper follows the first evaluation of a gamification system to aid with onboarding new users into the IPS IMMA digital human modelling system, offering details on the heuristic evaluation method. So early in the process, it is inevitable that problems were found, largely to do with how the motivation of users was handled, and multiple suggestions for improvements are offered.

Place, publisher, year, edition, pages
Cham: Springer, 2021
Series
Lecture Notes in Computer Science, ISSN 0302-9743, E-ISSN 1611-3349 ; 12779
Keywords
Gamification, Digital human modelling, DHM, Onboarding, Evaluation
National Category
Human Computer Interaction Production Engineering, Human Work Science and Ergonomics
Research subject
INF202 Virtual Ergonomics; User Centred Product Design; Interaction Lab (ILAB)
Identifiers
urn:nbn:se:his:diva-20249 (URN)10.1007/978-3-030-78221-4_4 (DOI)000766164500004 ()2-s2.0-85112157262 (Scopus ID)978-3-030-78220-7 (ISBN)978-3-030-78221-4 (ISBN)
Conference
10th International Conference, Design, User Experience and Usability, DUXU 2021, Held as Part of the 23rd International Conference on Human-Computer Interaction, HCII 2021, Virtual Event, July 24–29, 2021
Funder
Knowledge Foundation, 20180167
Note

Also part of the Information Systems and Applications, incl. Internet/Web, and HCI book sub series (LNISA, volume 12779)

© Springer Nature Switzerland AG 2021

This work has been realised with support from the Knowledge Foundation and the INFINIT research environment (KKS Dnr. 20180167) who have financially supported the Synergy Virtual Ergonomics project (SVE), as well as partner organisations.

Available from: 2021-07-27 Created: 2021-07-27 Last updated: 2025-09-29Bibliographically approved
Goethe, O. & Palmquist, A. (2020). Broader Understanding of Gamification by Addressing Ethics and Diversity. In: Constantine Stephanidis, Don Harris, Wen-Chin Li, Dylan D. Schmorrow, Cali M. Fidopiastis, Panayiotis Zaphiris, Andri Ioannou, Xiaowen Fang, Robert A. Sottilare, Jessica Schwarz (Ed.), HCI International 2020 – Late Breaking Papers: Cognition, Learning and Games: 22nd HCI International Conference, HCII 2020, Copenhagen, Denmark, July 19–24, 2020, Proceedings. Paper presented at 22nd HCI International Conference, HCII 2020, Copenhagen, Denmark, July 19–24, 2020 (pp. 688-699). Cham: Springer
Open this publication in new window or tab >>Broader Understanding of Gamification by Addressing Ethics and Diversity
2020 (English)In: HCI International 2020 – Late Breaking Papers: Cognition, Learning and Games: 22nd HCI International Conference, HCII 2020, Copenhagen, Denmark, July 19–24, 2020, Proceedings / [ed] Constantine Stephanidis, Don Harris, Wen-Chin Li, Dylan D. Schmorrow, Cali M. Fidopiastis, Panayiotis Zaphiris, Andri Ioannou, Xiaowen Fang, Robert A. Sottilare, Jessica Schwarz, Cham: Springer, 2020, p. 688-699Conference paper, Published paper (Refereed)
Abstract [en]

The engagement achieved from gamification is a phenomenon, as gamification is being seen nowadays in a lot of industries. One reason for the massive popularity of gamification is that the use can provide easy access to a sense of engagement and self-efficacy which otherwise may not deliver. By its nature, gamification present users with challenges to overcome and use narrative structure, visuals, strategic elements, and game rules to motivate the users. Gamification is widely applied to increase user engagement, but many empirical studies on effectiveness are inconclusive, and often limited to the integration of tangible game elements such as points, leaderboards or badges. In this article, we will discuss two different perspectives: (i) Ethics: Exploitation, Manipulation, Harms, and Character (ii) Diversity: Culture, Gender and Age. The discussion will lead to opportunities for professionals and researchers to acquire relevant knowledge, assess the mechanisms for the integration of gamification in the context of meaningful engagement, and outline challenges and opportunities for further research. 

Place, publisher, year, edition, pages
Cham: Springer, 2020
Series
Lecture Notes in Computer Science, ISSN 0302-9743, E-ISSN 1611-3349 ; 12425
Keywords
Age, Character, Culture, Diversity, Ethics, Exploitation, Gender, Harms, Manipulation, Human computer interaction, Philosophical aspects, Empirical studies, Game elements, Game rules, Narrative structures, Self efficacy, User engagement, Gamification
National Category
Human Computer Interaction Computer and Information Sciences
Research subject
Interaction Lab (ILAB)
Identifiers
urn:nbn:se:his:diva-19213 (URN)10.1007/978-3-030-60128-7_50 (DOI)2-s2.0-85092890911 (Scopus ID)978-3-030-60127-0 (ISBN)978-3-030-60128-7 (ISBN)
Conference
22nd HCI International Conference, HCII 2020, Copenhagen, Denmark, July 19–24, 2020
Note

Also part of the Information Systems and Applications, incl. Internet/Web, and HCI book sub series (LNISA, volume 12425)

Available from: 2020-10-29 Created: 2020-10-29 Last updated: 2025-09-29Bibliographically approved
Jedel, I., Gillberg, D. & Palmquist, A. (2020). Don’t be boring: The case of a gamified google classroom. In: GSGS'20: 5th Gamification & Serious Game Symposium September – November 2020. Paper presented at GSGS'20, 5th Gamification & Serious Game Symposium September – November 2020, online edition (pp. 85).
Open this publication in new window or tab >>Don’t be boring: The case of a gamified google classroom
2020 (English)In: GSGS'20: 5th Gamification & Serious Game Symposium September – November 2020, 2020, p. 85-Conference paper, Poster (with or without abstract) (Refereed)
Abstract [en]

Gamification has shown varied effects on student performance. In this study we examine the implementation of an agnostic gamification platform, Gamify the World ENgin (GWEN), in Google Classroom (hereafter GC) and focus on the scalability indication as well as gamification’s influence on the students and teachers perception of the course and their interaction with it. The results show an overall positive view of gamification and offer guidance to further implementations.

Keywords
Gamification, Learning management system, Upper secondary school, Google classroom, Levels, Achievements, Missions, Student motivation, Blended learning
National Category
Educational Sciences Human Computer Interaction Computer and Information Sciences
Research subject
Interaction Lab (ILAB)
Identifiers
urn:nbn:se:his:diva-19235 (URN)
Conference
GSGS'20, 5th Gamification & Serious Game Symposium September – November 2020, online edition
Funder
Vinnova, 2018-02953
Note

Contact: izabellajedel@hotmail.com The authors would like to thank the teachers and leaders at Göteborgs stad and the team at Bräckegymnasiet and Insert Coin. The study was partly supported by the Swedish innovation agency, Vinnova grant number 2018-02953. Full poster: ftp://gsgs:gsgs@ftp.he-arc.ch/2020/pdf/GSGS20-Demo-1.2.pdf

Available from: 2020-11-09 Created: 2020-11-09 Last updated: 2025-09-29Bibliographically approved
Jedel, I., Gillberg, D. & Palmquist, A. (2020). Don’t be boring: The case of a gamified google classroom. In: GSGS'20: 5th Gamification & Serious Game Symposium September – November 2020. Paper presented at GSGS'20, 5th Gamification & Serious Game Symposium September – November 2020, online edition (pp. 15-18).
Open this publication in new window or tab >>Don’t be boring: The case of a gamified google classroom
2020 (English)In: GSGS'20: 5th Gamification & Serious Game Symposium September – November 2020, 2020, p. 15-18Conference paper, Published paper (Refereed)
Abstract [en]

Gamification has shown varied effects on student performance. In this study we examine the implementation of an agnostic gamification platform, Gamify the World ENgin (GWEN), in Google Classroom (hereafter GC) and focus on the scalability indication as well as gamification’s influence on the students and teachers perception of the course and their interaction with it. The results show an overall positive view of gamification and offer guidance to further implementations.

Series
Gamification & Serious Game Symposium, E-ISSN 2297-914X
Keywords
Gamification, Learning management system, Upper secondary school, Google classroom, Levels, Achievements, Missions, Student motivation, Blended learning
National Category
Educational Sciences Human Computer Interaction Computer and Information Sciences
Research subject
Interaction Lab (ILAB)
Identifiers
urn:nbn:se:his:diva-19234 (URN)978-2-940387-26-7 (ISBN)
Conference
GSGS'20, 5th Gamification & Serious Game Symposium September – November 2020, online edition
Funder
Vinnova, 2018-02953
Note

Contact: izabellajedel@hotmail.com The authors would like to thank the teachers and leaders at Göteborgs stad and the team at Bräckegymnasiet and Insert Coin. The study was partly supported by the Swedish innovation agency, Vinnova grant number 2018-02953. Full paper: ftp://gsgs:gsgs@ftp.he-arc.ch/2020/pdf/GSGS20-Speech-1.1.pdf

Available from: 2020-11-09 Created: 2020-11-09 Last updated: 2025-09-29Bibliographically approved
Palmquist, A. & Gillberg, D. (2020). Eye of the Beholder: Analyzing a Gamification Design Through a Servicescape Lens. In: Miralem Helmefalk, Leif Marcusson (Ed.), Utilizing Gamification in Servicescapes for Improved Consumer Engagement: (pp. 86-118). IGI Global
Open this publication in new window or tab >>Eye of the Beholder: Analyzing a Gamification Design Through a Servicescape Lens
2020 (English)In: Utilizing Gamification in Servicescapes for Improved Consumer Engagement / [ed] Miralem Helmefalk, Leif Marcusson, IGI Global, 2020, p. 86-118Chapter in book (Refereed)
Abstract [en]

Gamification, the idea of using game design elements to make tasks more engaging, is used in many contexts. The enthusiasm for gamification and its potential uses can be seen in different research- as well as business fields. As of this day, there exists no dominant design principle or standard on how to construct a gamified solution. However, there seem to exist generic dogmas on what a gamification solution should include, look and feel like. The theories used to explain the gamification techniques often originate from the field of game design and psychology. It is possible that more research fields could be used as a lens to magnify the effects of gamified information systems. In this report, we use the theories from environmental psychology and the servicescape methods to construct a lens to suggest improvements in gamification design for a learning management system used in higher education.

Place, publisher, year, edition, pages
IGI Global, 2020
Series
Advances in business strategy and competitive advantage book series, ISSN 2327-3429, E-ISSN 2327-3437
Keywords
gamification, servicescapes, servicescape methods, environmental psychology
National Category
Educational Sciences Pedagogy Human Computer Interaction
Research subject
Interaction Lab (ILAB)
Identifiers
urn:nbn:se:his:diva-18134 (URN)10.4018/978-1-7998-1970-7.ch004 (DOI)978-1-7998-1970-7 (ISBN)1-7998-1970-1 (ISBN)978-1-7998-1972-1 (ISBN)978-1-7998-1971-4 (ISBN)
Available from: 2020-01-15 Created: 2020-01-15 Last updated: 2025-09-29Bibliographically approved
Palmquist, A. & Linderoth, J. (2020). “Gamification Does Not Belong at a University”. In: DiGRA ’20 – Proceedings of the 2020 DiGRA International Conference: Play Everywhere. Paper presented at 2020 DiGRA International Conference: Play Everywhere, 13th Digital Games Research Association International Conference, DiGRA 2020, Tampere 2 June 2020 through 6 June 2020, Code 194986. Tampere: Digital Games Research Association (DiGRA)
Open this publication in new window or tab >>“Gamification Does Not Belong at a University”
2020 (English)In: DiGRA ’20 – Proceedings of the 2020 DiGRA International Conference: Play Everywhere, Tampere: Digital Games Research Association (DiGRA) , 2020Conference paper, Published paper (Refereed)
Abstract [en]

This paper reports a case study in which some students in a large-scale gamification implementation project wrote a script that automated their progression. The incident was followed with multi-sited ethnography and analysed through the lens ofGoffman’s frame analysis. Based on chat logs, mail correspondence, data on user behaviour in the learning management system, informal conversations and student interviews, the study shows that different actors have somewhat different perceptions of gamification, as they framed the incident with the script in different ways. The students saw their actions as a form of resistance and activism towards problematic game design and had a desire to uphold specific tech-student identities. The gamification designers treated the incident as an act of playfulness and display of technological skills. The university, on the other hand, framed the incident as cheating. The study highlights the need for educational institutions to be knowledgeable about games and gaming behaviour if they want to implement gamification. 

Place, publisher, year, edition, pages
Tampere: Digital Games Research Association (DiGRA), 2020
Series
Digital Games Research Association (DiGRA), E-ISSN 2342-9666
Keywords
Gamification, Frame Analysis, Higher Education, Goffman
National Category
Pedagogy Human Computer Interaction Computer and Information Sciences
Research subject
Interaction Lab (ILAB); Media, Technology and Culture (MTEC)
Identifiers
urn:nbn:se:his:diva-19427 (URN)2-s2.0-85180412820 (Scopus ID)
Conference
2020 DiGRA International Conference: Play Everywhere, 13th Digital Games Research Association International Conference, DiGRA 2020, Tampere 2 June 2020 through 6 June 2020, Code 194986
Note

© 2020 Authors & Digital Games Research Association DiGRA. Personal and educational classroomuse of this paper is allowed, commercial use requires specific permission from the author. 

Available from: 2021-01-25 Created: 2021-01-25 Last updated: 2025-09-29Bibliographically approved
Sánchez, J. L. & Palmquist, A. (2020). Gamification of DHM Software. In: Lars Hanson, Dan Högberg, Erik Brolin (Ed.), DHM2020: Proceedings of the 6th International Digital Human Modeling Symposium, August 31 – September 2, 2020. Paper presented at 6th International Digital Human Modeling Symposium, August 31 – September 2, 2020, Skövde, Sweden (pp. 323-329). Amsterdam: IOS Press
Open this publication in new window or tab >>Gamification of DHM Software
2020 (English)In: DHM2020: Proceedings of the 6th International Digital Human Modeling Symposium, August 31 – September 2, 2020 / [ed] Lars Hanson, Dan Högberg, Erik Brolin, Amsterdam: IOS Press, 2020, p. 323-329Conference paper, Published paper (Refereed)
Abstract [en]

This study concerns the implementation of a gamified API in a digital human modelling simulation software, Industrial Path Solutions – Intelligently Moving Manikin (IPS-IMMA). The software has been identified as complex to learn and use, requiring a high level of expertise and involvement in order to interpret the interface and finding the correct tool for each task, causing disengagement from the users. To solve this issue, the study has looked into the concept of gamification to increase user activity by using elements and techniques from game design and applying them in a non-game context. Research on gamification in learning and training indicate increased engagement from the user, quicker on-boarding to a system as well as potential increases in learning outcome. The gamified API implementation in this project has the purpose of increasing user engagement when utilizing the tool, increase the retention rate of users, as well as smoothing the learning curve for the user, producing an optimal learning trajectory that will make the novice user become a skilled user within a shorter period of time. To achieve this, an API widget package has been connected to IPS-IMMA to create one of the first gamified interfaces for a digital human modelling software.

Place, publisher, year, edition, pages
Amsterdam: IOS Press, 2020
Series
Advances in Transdisciplinary Engineering, ISSN 2352-751X, E-ISSN 2352-7528 ; 11
Keywords
Gamification, Ergonomics, Simulation, Digital Human Modelling, On-the-job-training
National Category
Human Computer Interaction Production Engineering, Human Work Science and Ergonomics Information Systems Pedagogy
Research subject
Interaction Lab (ILAB)
Identifiers
urn:nbn:se:his:diva-19123 (URN)10.3233/ATDE200039 (DOI)000680825700033 ()2-s2.0-85091244739 (Scopus ID)978-1-64368-104-7 (ISBN)978-1-64368-105-4 (ISBN)
Conference
6th International Digital Human Modeling Symposium, August 31 – September 2, 2020, Skövde, Sweden
Projects
Synergy Virtual Ergonomics (SVE)
Funder
Knowledge Foundation, 20180167
Note

CC BY-NC 4.0 Funder: Knowledge Foundation and the INFINIT research environment (KKS Dnr. 20180167). This work has been made possible with support the Knowledge Foundation and the associated INFINIT research environment at the University of Skövde, in the Synergy Virtual Ergonomics (SVE) project, and by the participating organizations. This support is gratefully acknowledged. 

Available from: 2020-09-29 Created: 2020-09-29 Last updated: 2025-09-29
Gerdin, M. B., Fast-Berglund, Å., Li, D. & Palmquist, A. (2020). Knowledge Strategies for Organization 4.0 – A Workforce Centric Approach. In: Bojan Lalic, Vidosav Majstorovic, Ugljesa Marjanovic, Gregor von Cieminski, David Romero (Ed.), Advances in Production Management Systems. Towards Smart and Digital Manufacturing: IFIP WG 5.7 International Conference, APMS 2020, Novi Sad, Serbia, August 30 – September 3, 2020, Proceedings, Part II. Paper presented at IFIP WG 5.7 International Conference, Advances in Production Management Systems, APMS 2020, Novi Sad, Serbia, August 30 – September 3, 2020 (pp. 31-36). Cham: Springer, 2
Open this publication in new window or tab >>Knowledge Strategies for Organization 4.0 – A Workforce Centric Approach
2020 (English)In: Advances in Production Management Systems. Towards Smart and Digital Manufacturing: IFIP WG 5.7 International Conference, APMS 2020, Novi Sad, Serbia, August 30 – September 3, 2020, Proceedings, Part II / [ed] Bojan Lalic, Vidosav Majstorovic, Ugljesa Marjanovic, Gregor von Cieminski, David Romero, Cham: Springer, 2020, Vol. 2, p. 31-36Conference paper, Published paper (Refereed)
Abstract [en]

This paper aims at presenting an overview of how the manufacturing industry formulates business transformation and knowledge strategies, to find gaps in Industry 4.0 concepts’ impacts on the workforce. The results indicate that the industry is still focusing on the digital transformation era that was adopted at the end of the 20th century, and how to adopt computing technologies to work more efficiently in existing business processes. The approach of this article is to adopt a methodology of three areas; (a) Human resource processes, (b) Industry 4.0 pillars and (c) Process knowledge, where links between these three generate opportunities to address for further research. © 2020, IFIP International Federation for Information Processing.

Place, publisher, year, edition, pages
Cham: Springer, 2020
Series
IFIP Advances in Information and Communication Technology, ISSN 1868-4238, E-ISSN 1868-422X
Keywords
Automation technologies, Business transformation, Collaborative robots, Employee education, Human resource management, Industry 4.0, Knowledge strategies, Skills requirements, Industrial management, 20th century, Business Process, Business transformations, Computing technology, Digital transformation, Manufacturing industries, Process knowledge, Personnel
National Category
Production Engineering, Human Work Science and Ergonomics
Research subject
Interaction Lab (ILAB)
Identifiers
urn:nbn:se:his:diva-19040 (URN)10.1007/978-3-030-57997-5_4 (DOI)000681218300004 ()2-s2.0-85090176487 (Scopus ID)978-3-030-57996-8 (ISBN)978-3-030-57997-5 (ISBN)
Conference
IFIP WG 5.7 International Conference, Advances in Production Management Systems, APMS 2020, Novi Sad, Serbia, August 30 – September 3, 2020
Available from: 2020-09-10 Created: 2020-09-10 Last updated: 2025-09-29Bibliographically approved
Palmquist, A. (2020). Motiverande undervisning: Att använda speldesign för att skapa motivation (1ed.). Lund: Studentlitteratur AB
Open this publication in new window or tab >>Motiverande undervisning: Att använda speldesign för att skapa motivation
2020 (Swedish)Book (Other academic)
Place, publisher, year, edition, pages
Lund: Studentlitteratur AB, 2020. p. 100 Edition: 1
National Category
Educational Sciences Pedagogical Work Didactics
Research subject
Interaction Lab (ILAB)
Identifiers
urn:nbn:se:his:diva-18408 (URN)9789144133607 (ISBN)
Available from: 2020-04-26 Created: 2020-04-26 Last updated: 2025-09-29Bibliographically approved
Organisations
Identifiers
ORCID iD: ORCID iD iconorcid.org/0000-0003-0943-6022

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