gamification in the education context, always
seeking to provide a fun and challenging
environment for students, for instance Morey et al.
(2016), Schäfer (2017), Azmi et al. (2016), Heryadi
and Muliamin (2016).
In the area of Health, Alimanova et al. (2017)
describe the use of gamification with virtual reality
technology for hand rehabilitation, in a way to make
the rehabilitation process more effective and
motivating for patients. Aiming the promotion of
healthy activities to treat obesity, Wen (2017)
integrates gamification and social network features
in a mobile application. Other work regarding
obesity, by Adaji and Vassileva (2017), uses
gamification to influence consumers to purchase
healthier foods in e-commerce.
García et al. (2017) argue that the application of
gamification in Software Engineering is promising.
Software projects can be seen as a set of challenges
that need to be fulfilled, for which some skills and
collective effort are required. They propose a
framework for gamification in software engineering
development. The framework is composed of an
ontology, a methodology guiding the process, and a
support gamification engine. The gamification
engine receives all the interactions of developers
with their working tools; it then evaluates them to
determine if they deserve a reward, according to the
set of gamification rules specified by the designer of
the gamified environment. The gamification engine
stores a log of all the actions completed by each
person, the gamification rules, and the rewards
corresponding to each action. The framework
provides a complete solution for applying
gamification but it is specific to Software
Engineering development.
Herzig et al. (2012) present an architecture for
gamification within enterprise systems. They reuse
prior research on system architectures, e.g., service-
oriented and event-driven architectures. They
implemented the proposed architecture in a
prototype to demonstrate its feasibility. The
architecture is a useful model but it is limited to
enterprise systems domain.
Böckle et al. (2017) have conducted a systematic
literature review that identifies main issues and
challenges in the literature on adaptive gamification.
The performed analysis provides some
contributions: a conceptual matrix of adaptive
gamification design that identifies major dimensions
of current approaches and classifies them
accordingly; a thematic overview where the
identified literature and their related studies are
assigned to the designated areas; identification of
research challenges; and a proposal of a research
agenda. The analysis is comprehensive and presents
many related issues; however, adaptive gamification
is not focus of our investigation.
Most applications of gamification are commonly
systems specialized in a given goal or area.
Therefore, those systems are hardly replicable
outside them. Kazhamiakin et al. (2016) deal with
the possibility of replication by proposing a way to
design gamification in smart cities. However there is
a lack of a multipurpose system that can be applied
to many contexts.
In this paper, we present 4DWin, a system that
allows customization of distinct gamified
experiences. The system has a set of predefined
game elements, giving the users the ability to create
their own gamified experiences from scratch in an
easy manner. This approach is especially interesting
to informal groups (Counts, 2007; Schuler et al.,
2014; Ferreira et al., 2017), which come together
online to perform work or social activities, fostering
engagement, commitment and participation through
gamification. Here, we also validate the proposed
system by applying it in different contexts in an
experiment to analyze its usability and flexibility.
Section 2 describes the multipurpose system for
designing gamified experiences. Section 3 describes
how we evaluated the proposed system. Section 4
presents conclusions and future work.
2 TOWARDS A MULTIPURPOSE
SYSTEM TO SUPPORT
GAMIFICATION
In this section we explain the characteristics of a
generalized gamification that, together with a
process to customize gamified experiences, are the
foundation for the development of the 4DWin
system to support gamification in contexts defined
by users.
2.1 Generalized Gamification
The concept of generalized gamification is a way to
create gamified experiences that is not particularly
tied to any particular context. It gives the users the
ability to create the content of their own specific
experience by using a predefined system. Below we
characterize the differences between a generalized
gamification system and the usual applications of
gamification, which are going to be referred to as
specialized. We focus on the following topics: roles,