Gamified Life: Integration of Gamification elements into everyday life

In this seminar, we want to investigate how we can utilize Gamification (the usage of game elements in non-game contexts) to convince people to do everyday tasks more thoughtfully (e.g. doing homework properly), more often (e.g. cleaning the kitchen) or simply with more fun. This seminar will be done in groups of (exactly) 3 people and we will permit up to 6 groups.

The language of the seminar is English. We will meet Tuesdays (12-2pm) on an irregular basis (see below) in room Turing II (DFKI, Building D3.2, new Building, +2.31).

News

DateNews
21.10.2014The registration is now closed.
20.10.2014Due to the large interest in our seminar the kick-off-meeting will take place in room Reuse (DFKI, Building D3.2, main building, -2.17)
10.09.2014The registration is now open. (Update: Please be aware, that we are already overbooked!)

Your tasks

During this seminar, the following tasks have to be solved:

  • Foundation talk: Read/watch material on Gamification and prepare a talk with your group (10 minutes) about a Gamification topic that will be assigned to you and give the talk.
  • Idea generation: Come up with 2-3 completely different and novel approaches. You will receive feedback from us and should improve the ideas. We will select one of your ideas as seminar project for your group.
  • Talk A (30 minutes) + 10 minutes discussion: Present your project to your fellow students (~10 minutes), the relevant related work for your project (~10 minutes) and an outline for a user study you will conduct with the first prototype (~10 minutes).
  • Implementation phase I: You have time to implement a prototype that you will use in your user study.
  • User study phase: You conduct the user study and analyze the results.
  • Talk B (20 minutes) + 10 minutes discussion: Sell your work achieved so far, i.e. present your prototype and the results of your study.
  • Implementation phase II: You can improve your prototype substantially and add more features.
  • Final talk (10 minutes) + 5 minutes discussion: Present your final prototype.

Material

Kickoff-slides

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Gamification Talks: 01, 02

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SPSS and statistics crash course

Further readings:

Quantitative Methoden 1: Einführung in die Statistik für Psychologen und Sozialwissenschaftler (Rasch et al.) [enter name of book here]
Quantitative Methoden 2: Einführung in die Statistik für Psychologen und Sozialwissenschaftler (Rasch et al.) [enter name of book here]
Discovering Statistics Using SPSS (Andy Field) [Available as print version in the SULB]

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Prerequisites and registration

  1. Passed the User Interface Design lecture
  2. Solid programming skills
  3. Presentation skills – this seminar won’t teach you that

You can register here (Update: The registration phase is over). Please note that you have to integrate a motivational statement, why you want take part in this seminar. In addition, if you already have a potential group arrangement in mind, please include the names of your team members in the corresponding field.

In general, you will be informed in the kick-off-meeting whether you can participate (attending here is obligatory, if you want to participate in the seminar).

Important dates

Find the schedule here.

Grading

Every part of the seminar is important. We grade the oral presentations (20%), the quality of the conducted user study (40%) and the created prototype in terms of visual attractiveness, functionality and novelity (40%).