ebook img

Transforming Society and Organizations through Gamification PDF

386 Pages·2021·7.892 MB·English
Save to my drive
Quick download
Download
Most books are stored in the elastic cloud where traffic is expensive. For this reason, we have a limit on daily download.

Preview Transforming Society and Organizations through Gamification

Edited by Agnessa Spanellis · J. Tuomas Harviainen Transforming Society and Organizations through Gamification From the Sustainable Development Goals to Inclusive Workplaces Transforming Society and Organizations through Gamification Agnessa Spanellis • J. Tuomas Harviainen Editors Transforming Society and Organizations through Gamification From the Sustainable Development Goals to Inclusive Workplaces Editors Agnessa Spanellis J. Tuomas Harviainen Business and Management Information Technology and Heriot-Watt University Communication Sciences Edinburgh, UK Tampere University Tampere, Finland ISBN 978-3-030-68206-4 ISBN 978-3-030-68207-1 (eBook) https://doi.org/10.1007/978-3-030-68207-1 © The Editor(s) (if applicable) and The Author(s), under exclusive licence to Springer Nature Switzerland AG 2021 This work is subject to copyright. All rights are solely and exclusively licensed by the Publisher, whether the whole or part of the material is concerned, specifically the rights of translation, reprinting, reuse of illustrations, recitation, broadcasting, reproduction on microfilms or in any other physical way, and transmission or information storage and retrieval, electronic adaptation, computer software, or by similar or dissimilar methodology now known or hereafter developed. The use of general descriptive names, registered names, trademarks, service marks, etc. in this publication does not imply, even in the absence of a specific statement, that such names are exempt from the relevant protective laws and regulations and therefore free for general use. The publisher, the authors and the editors are safe to assume that the advice and information in this book are believed to be true and accurate at the date of publication. Neither the publisher nor the authors or the editors give a warranty, expressed or implied, with respect to the material contained herein or for any errors or omissions that may have been made. The publisher remains neutral with regard to jurisdictional claims in published maps and institutional affiliations. This Palgrave Macmillan imprint is published by the registered company Springer Nature Switzerland AG. The registered company address is: Gewerbestrasse 11, 6330 Cham, Switzerland C ontents Part I I ntroduction 1 An Introduction to Societal Transformation Through Gamification 3 Agnessa Spanellis and J. Tuomas Harviainen Seven Points to Reappropriate Gamification 11 Mattia Thibault and Juho Hamari Part II Economic Lens 29 The Competitive Disadvantaged: How Competitions Can Contribute to Poverty Elimination in Paraguay 31 Katharina Hammler Do You Have a Moment to Increase World Awesome? Game- Based Engagement with Social Change 49 Lobna Hassan and Elyssebeth Leigh Serious Gaming and Development Aid: A Case Study from Egypt 67 Mina Ghaly v vi CONTENTS The EN-Survival Game: An Environmental Game for Residential Accommodation 87 Panagiotis Petridis, Atif Hussain, Georgina Wernham, Ian Dunwell, Ashish Shukla, Shuli Liu, Rosie Day, Obiajulu Iweka, Mark R. Gaterell, Victoria L. Brown, Nicholas Adams, Dan Van Der Horst, and Petros Lameras Open Strategizing and Gamified Organizing: A Bulletin Board View 107 Mikko Vesa and Mikaela Krohn Part III Environmental Lens 127 Gamified Emissions Through the Wisdom of Crowds 129 Ronald Dyer Gamification and Virtual Reality for Communicating Ecoliteracy and Climate Science: Carbon Transport in the Essequibo River at Iwokrama Guyana 151 David Cole, Ryan Pereira, and James Spray Gamification Service Framework and Transformative Services: Applications for Environmental, Social and Organizational Changes 181 Sol Klapztein and Carla Cipolla Part IV Social Lens 203 Gamified Active Learning and Its Potential for Social Change 205 Sebastian Marin, Vivien Lee, and Richard N. Landers How Socially Sustainable Is Social Media Gamification? A Look into Snapchat, Facebook, Twitter and Instagram 225 Dayana Hristova and Andreas Lieberoth CONTENTS vii Social Playfulness—Memorable Family Co-play Experiences with Pokémon GO 247 Elina Koskinen and Mikko Meriläinen Echoes of the Past: A Gamified Initiative for Audience Development of Cultural Heritage 271 Vincenzo Idone Cassone and Fabio Viola Serious Games for Peace Process Support in Yemen: Managing a Multicultural Team in a Fragile Context 289 Philipp Busch Gamification Design for Behavior Change of Indigenous Communities in Choco, Colombia, During COVID-19 Pandemic 309 Ganna Borzenkova, Polina Golovátina-Mora, Paula Andrea Zapata Ramirez, and Jose Mauricio Hernandez Sarmiento Disaster Prevention and Awareness 335 Toshiko Kikkawa Disaster Risk Reduction Towards Community Resilience: Empirical Model of Decision-Making Process Through Stop Disaster Game 351 Tri Mulyani Sunarharum, Hilya Mudrika Arini, and Indah Sepwina Putri Index 371 L f ist of igures The EN-Survival Game: An Environmental Game for Residential Accommodation Fig. 1 Gameplay environment. Health (top left) is influenced by temperature, humidity and CO levels. Multi-layered objectives 2 (top-right) relate to both the environmental control and puzzle-solving. Objects can be tapped on to initiate interaction 93 Fig. 2 Player health. The ideal comfort levels for temperature, humidity and CO are derived from the literature and learning 2 objectives. Eating and drinking (left) replenishes health, but requires the player to expend energy to cook frozen food or purify water 93 Fig. 3 Example mini-game puzzle. In this game, the user can rearrange the furniture in the shelter. Actions such as unblocking the radiator and separating heat sources from the refrigerator have benefits to energy consumption 94 Fig. 4 Progress players made in the game (information captured via survey) 96 Open Strategizing and Gamified Organizing: A Bulletin Board View Fig. 1 Strategizing under different forms of collective commitment 116 Fig. 2 The bulletin board view of organizations 120 ix x LIST OF FIGURES Gamified Emissions Through the Wisdom of Crowds Fig. 1 Views on climate change as a serious crisis among adults worldwide by country 2020 132 Fig. 2 Percentage of threatened species by G7 countries as of 2015 (OECD 2020) 136 Fig. 3 Percentage of vegetation lost by G7 countries since 1992 (OECD 2020) 137 Fig. 4 Conceptual framework of gamified crowdsourcing system (Morschheuser et al., 2017) 145 Fig. 5 Revised conceptual framework (Dyer 2020) 146 Gamification and Virtual Reality for Communicating Ecoliteracy and Climate Science: Carbon Transport in the Essequibo River at Iwokrama Guyana Fig. 1 Simplified diagram of the global carbon cycle, showing major reservoirs and fluxes. Dashed box highlights the components of the cycle that directly relate to rainforests and tropical rivers 154 Fig. 2 The Iwokrama rainforest, with the Essequibo River in the middle ground 157 Fig. 3 The game environment structure 161 Fig. 4 The game narrative arranged in relation to the Kolbe learning cycle 164 Fig. 5 An en-ROADS climate workshop 165 Fig. 6 Sample site story board 166 Fig. 7 Sample site location modelled (Left) and 360° video (right) 167 Fig. 8 Field filtration story board 168 Fig. 9 Base camp location modelled (left) and 360° video (right) 169 Fig. 10 Field laboratory analysis story board 170 Fig. 11 Field lab modelled 171 Fig. 12 Main analysis story board 172 Fig. 13 Lyell lab model (Edinburgh) and analysis equipment (right) 173 Fig. 14 The en-ROADS climate summit game (with permission from Climate Interactive) 173 Fig. 15 The ConnectUs platform running an embedded WebGL game 176 Echoes of the Past: A Gamified Initiative for Audience Development of Cultural Heritage Fig. 1 The gamified Canvas for Cultural Innovation, page 2 (gamification tools) 275 Fig. 2 The general structure of the game, and the Museum Hub 278 LIST OF FIGURES xi Fig. 3 Tutorial, first scene 279 Fig. 4 Detail of the time-shift mechanics 280 Fig. 5 Audience by nationality in 2019, per platform 283 Gamification Design for Behavior Change of Indigenous Communities in Choco, Colombia, During COVID-19 Pandemic Fig. 1 Initial ideation 320 Fig. 2 An indigenous settlement as a thematic environment of the poster 1 321 Fig. 3 Illustrated recommendations from the poster for the internal community use (translated) 323 Fig. 4 The inside-community poster for Embera 324 Fig. 5 The travel poster for Embera 325 Fig. 6 Avatar (gamification element) 326 Fig. 7 The inside-community poster for Kuna Tule 327 Fig. 8 The reaction of indigenous communities to the poster 328 Disaster Prevention and Awareness Fig. 1 Maps used in DIG 338 Fig. 2 Players are identifying risks in the communities 339 Fig. 3 Facilitators of Crossroad meetings held annually 342 Fig. 4 Facilitators of Crossroad are exchanging their experiences 343 Fig. 5 An example of “Sugoroku” 345 Fig. 6 The Tokyo Game Market 347 Disaster Risk Reduction Towards Community Resilience: Empirical Model of Decision-Making Process Through Stop Disaster Game Fig. 1 Respondents’ profile based on gender 357 Fig. 2 Respondents’ profile based on age 358 Fig. 3 Respondents’ profile based on work status 358 Fig. 4 Respondents’ profile based on residential area 358 Fig. 5 Respondents’ profile based on mobile game user status 359 Fig. 6 Conceptual model of the decision-making process during a disaster, regarding the intention to use the Stop Disasters Game 359 Fig. 7 Initial model in PLS-SEM 360 Fig. 8 Empirical model of the decision-making process during disasters, regarding the intention to use the Stop Disasters Game 364

See more

The list of books you might like

Most books are stored in the elastic cloud where traffic is expensive. For this reason, we have a limit on daily download.