A Guide For Game-Design-Based Gamification
A Guide For Game-Design-Based Gamification
Article
A Guide for Game-Design-Based Gamification
Francisco J. Gallego-Durán * , Carlos J. Villagrá-Arnedo , Rosana Satorre-Cuerda,
Patricia Compañ-Rosique, Rafael Molina-Carmona and Faraón Llorens-Largo
Cátedra Santander-UA de Transformación Digital, Universidad de Alicante, 03690 San Vicente del Raspeig,
Spain; [email protected] (C.J.V.-A.); [email protected] (R.S.-C.); [email protected] (P.C.-R.);
[email protected] (R.M.-C.); [email protected] (F.L.-L.)
* Correspondence: [email protected]
Received: 8 July 2019; Accepted: 24 October 2019; Published: 5 November 2019
1. Introduction
In recent years, Gamification [1,2] is getting considered a magic solution for most educational
problems. Many researchers and practitioners chase it, and many studies try to unveil its secrets and
details. In one form or another, the term and the field are acknowledging the power of games to engage
and induce states of flow in players. Gamification chases this power to apply it to environments that
originally are not ludic. The aim is to get people engaged in serious or important work with the same
intrinsic motivation than in games.
This enterprise is noble but extremely complicated. As more and more research is being carried
out, results remain unclear [3–8]. Hundreds of research experiences have been undertaken with mixed
results. Many studies find benefits when applying Gamification, but many others do not and even
some of them report damage. Overall tendency seems to report some small but measurable benefits.
These results are quite unexpected compared to the exponential rise in game sales and gaming culture
in general.
The problem with most Gamification research seems to be in its different focus from actual Game
Design. Many studies pursue scientific isolation of statistical variables. This leads them to consider the
isolated influence of individual game elements like points, badges and leaderboards in motivation
and behaviour change. The problem with this approach is that a game is not an unrelated set of game
elements. Metaphorically, a game is similar to a grand-cuisine dish: testing its isolated ingredients in
other contexts does not convey useful information to learn to cook the dish.
This view is supported by relevant Gamification practitioners like Kevin Werbach, Yu-kai Chou
or Sebastian Deterding [9–11] and also Game Design experts like Raph Koster or Jesse Schell [12,13].
In Werbach’s words [9]: “Clearly not everything that includes a game element constitutes gamification.
Examinations in schools, for example, give out points and are non-game contexts.” Deterding goes
beyond that in Reference [11]: “The main task of rethinking Gamification is to rescue it from the
gamifiers.” For Deterding, the majority of gamifiers are confused as they simple try to add points,
badges and leaderboards to everything, with great disregard to the complexities of Game Design.
Games are complex environments that deliver experiences to players [13]. They are made of game
elements, similar to a dish is made of ingredients but the process, interactions, uses and objectives are
key for the final result:
These reasons could explain why there is no scientific consensus on a formal approach to
Gamification. There are analyses of the characteristics of good games [14,15] which Gamification
pursues. There also are methodological approaches, design frameworks and even descriptions of
design patterns based on Game Design principles, good practices and experience [3,16–21]. However,
all approaches rely on subjective interpretation and creative design. In fact, many professional Game
Designers and researchers express their view that games cannot be formally specified at all [22,23],
Even if games cannot be formally specified and individual game element research does not yield
complete information, there are useful approaches [16,24]. Assuming that Game and Gamification
Design are artistic in essence, approaches the focus on acquiring design experience. There is no need to
solve “what-is-a-game” philosophical debate. Game-like designs able to become engaging voluntary
experiences for players could be successful. Willingness can make experiences fall in persuasive or
seductive sides of Tromp, Hekkert and Verbeek’s matrix in which design can influence behaviour [25].
Similar to References [9,11–13], this work focuses on this practical approach.
The main goal of this work is to help acquire Game Design experience for Gamification.
Experienced practitioners may found methods, frameworks or models cited in the literature more
suitable to their needs, particularly References [3,17,18,20,26]. These works have great value but
require previous Game-Design-Based Gamification experience to be fully comprehended and put into
practice. To build such required previous experience a practical and simple approach is proposed:
a measurement tool, a rubric, with great focus on Game Design aspects rather than on game elements.
in an almost impossible task for inexperienced designers. On the absence of personal experience
to rely on, the only valid source is testing. Testing with trainees is essential but doing so with no
previous design guidance could result on a extremely slow and frustrating discovery process. This is
an entry barrier that can produce two important problems: too many failures on initial attempts,
and abandon due to frustration. Moreover, when initial failures are not identified as a consequence of
lack of experience, they can result in research papers blaming the field itself.
During fifteen years teaching Game Development and Gamification [27,28], we have perceived a
great difficulty to pass on design experience to new practitioners. The problem, as discussed, seems to
be on the artistic nature of Game Design. Novice practitioners often underestimate the complexity
of creating a design that can be put in practice, not to say a successful one. This is problematic, as
their initial experiences will probably fail and be frustrating. There are design frameworks, methods
and guidelines proposed for game and Gamification [3,16,18–21,29] that could help in creating better
first designs. However, these proposals are either general or specifically for experts. They are not
designed with novices in mind and can easily result overwhelming for them. For instance, Kreimeier’s
patterns [16] condense many designers’ experiences. This is highly valuable but almost impossible
to properly understand without previous experience on pitfalls and failures. Tondello et al. [20]
explicitly state “Our set of heuristics is aimed at enabling experts to identify gaps in a gameful
system’s design” which clearly leaves novices out. Linehan et al. [3] propose to use Applied Behaviour
Analysis from the field of psychology with many interesting theoretical explanations. This is too much
theoretical information for novices which probably will require several testing iterations to relate it to
actual practice. Similarly, Self-Determination Theory (SDT) [29] is the most widely cited theoretical
framework. In essence, SDT is easy to understand but too generic. Novices need more specific and
game related descriptions, as SDT is purely psychological. Hunicke et al. proposal [18] splits Game
Design into three blocks: Mechanics, Dynamics and Aesthetics (MDA). This simple classification
helps organizing designs, which is very useful for novices but does not help in measuring their value,
comparing with others or giving hints on how to improve them.
To help in this process, this work proposes a game-design-based rubric. This rubric focuses
on measuring how well designed a game or activity is, from a game-design-based Gamification
perspective. The measure is formalized as a score from 0 to 20 points; the greater the score, the
better. The rubric is based on a set of ten characteristics related to successful designs. These ten
characteristics have been selected from our previous experience in Game Design and Gamification,
partially in accordance to previously discussed works and with an aim to simplify analysis. The goal
is being useful enough to serve as analysis and design tool, at the same time as being simple enough to
help novices.
It is important to remember that there is no known way to perform an objective assessment of
a given design. The assessment obtained with the proposed rubric is to be considered a simplified
initial guidance. This guidance is targeted at inexperience designers to help them overcome the entry
barrier. In this sense, the rubric helps discretizing designs and moving them from the artistic to
the analytic dimension. It also helps identifying potential areas for improvement, pointing to those
underperforming characteristics of a given design. These values are complementary to previously
analyzed formal tools and frameworks, which makes it interesting to be combined with them.
Section 2 describes the ten selected characteristics for the rubric in detail, explaining their design
implications. Section 3 presents the rubric and explains its design constraints and criteria. Section 4
shows some initial evidence on the validity of the rubric by applying it to four activity samples: a
commercial game, a gamified course from literature, a learning activity and a gamified version of the
learning activity. Finally, Section 5 sums up conclusions and limitations of this work.
considered and comparing classical educative environments with successful commercial games.
Moreover, considerations from prestigious game designers are also cited and analysed from their
published works.
This set of characteristics greatly overlaps those described by previous works [3,16,17,19–21],
specially Gee’s learning principles good games incorporate [14,15]. Most works are generalist and
some are specifically focused on experts. That could be overwhelming for novices. Our proposed set
aims to fill in this gap. Its intended value comes from its use case goal: simple and easy to understand
for new practitioners.
We acknowledge that this set is subjective in nature, despite the arguments presented and
discussed. We propose them out of previous Game Design and Gamification experience and we expect
following works to help refining it after gathering appropriate usage evidence. Section 4 gives an
initial piece of evidence on the validity of this set for guidance and ground basis to start retrieving
more evidence.
Description of the ten characteristics follows in no particular order.
These points are clearly addressed by great games. Decision spaces are usually continuous,
as players can move freely over time and experiment the consequences of their interaction decisions.
Take for instance Super Mario Bros for Nintendo Entertainment System (NES) (see Figure 1) [30].
When facing the first enemy there are virtually infinite ways to do it. We often simplify it by thinking
that you can jump on it, jump over it or collide with it and die. However, there are virtually infinite
alternatives: jumping earlier or later, higher or lower, faster or slower and so forth. Players could
even jump several times back and forth, advance and retreat, or do anything they can imagine based
on the free will given by the rules of the world. In fact, Demain et al. prove that Super Mario Bros is
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PSPACE-complete [30], the harder class of problems that can be solved in polynomial time. Of course,
this great complexity comes exactly from the openness of its decision space. Generally speaking,
broader decision spaces that are not ill-formed produce more complex problems. And the greater the
complexity, the more the options for creative behaviour, which fosters player autonomy.
Figure 1. Start of the first level of Super Mario Bros game. There are virtually infinite possible decisions,
in the form of movement sequences. Players can press up to 60 combinations of inputs per second.
2.2. Challenge
Designing challenging activities is a key point in Gamification and a difficult task to accomplish.
An activity is considered challenging when it tests the limits of our ability in subtle ways.
Oversimplifying, a design space can be considered with only two dimensions: difficulty of the
task and ability of the trainee. When both difficulty and ability match, trainees are faced with activities
that they are able to solve [31]. However, when difficulty is much higher than ability, trainees usually
get frustrated. On the contrary, if ability is much higher than difficulty, then trainees probably become
bored. There is a narrow space in between both extremes where difficulty and abilities are evenly
matched. This simple analysis on activity design-space for challenge is the basis for the theory of the
channel of flow [32] (see Figure 2).
Figure 2. (Left) The flow channel. (center) Linear incremental difficulty design that perfectly matches
abilities. (right) Rhythmic incremental difficulty design.
In essence, challenging trainees consists in assigning then interesting tasks that lie on the verge
of their abilities. Although simple in concept, challenging trainees in an educational environment is
difficult. A trainee can fail in a challenging task several times while learning. Educational environments
tend to punish failure by diminishing trainees marks. This is contrary to using challenge as a driver
for learning and motivation. In the presence of punishments, trainees avoid difficulty even at the cost
of boredom and diminished learning. Marks are the most important outcome pursued by trainees and
that must be taken into account.
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The flow channel shown in Figure 2 (left) represents a dynamic space. Trainees’ abilities evolve
over time. As abilities increase, previous challenges become boring and new ones are required. Tasks
have to be designed with incremental difficulty in mind. Figure 2 (center) represents the general
concept of incremental difficult with an ideal linear progression. However, this progression should
not be considered ideal. As we humans are not machines, our brains usually distaste flat linear
progressions. Hollywood movie makers usually design movies following a sinusoidal pattern of fast
action events followed by relaxed moments. Figure 2 (right) shows this same concept applied to
incremental difficulty. This approximation generates stress spikes followed by more relaxed moments.
Stress spikes on the verge of the flow channel force trainees to push their limits, adapt and learn. Easier
activities let trainees reinforce their sense of progress at the same time they release previous stress
and prepare for next spike. Moreover, relaxed moments represent also a psychological reward, as
trainees subconsciously acknowledge their new abilities. This pattern is completely similar to General
Adaptation Syndrome described by Hans Selye [33] and summarized in Figure 3.
Figure 3. General Adaptation Syndrome. Challenging tasks produce stress, test available abilities
and yield failures. Present abilities are improved as resistance, then new ones are developed as
super-compensation. Relaxing helps fixing acquired abilities, as continued stress ends up in exhaustion.
be better if the environment encourages them to fail and analyse: learning from failure is extremely
valuable and often forgotten due to too much focus on task results.
Moreover, solving problems by trial and error, creating solutions, failing, redoing and refining
produces “professional experience”. In fact, professionals usually say that the greatest expert is
a person who has committed all possible mistakes. A great Gamification design understands the
importance of experience and designs situations for trainees to learn by trial and error.
2.5. Feedback
The most relevant difference between computer games and traditional learning environments lays
in quantity, quality and rapidity of feedback response. Many good computer games act as simulations,
which confers them similar properties to reality: players get immediate feedback response to any of
their actions. This is a key point both for learning and engaging: immediate feedback. It is better
understood with an example: imagine a child learning to play soccer. Every time the child kicks the
ball, it reacts and moves depending on the kick. This feedback lets the child learn applied physics: the
child learns to control movement, spin, momentum and force transmitted to the ball through kicking.
Now imagine a delayed ball that reacts 24 h after being kicked. Learning how to kick the ball and
get a desired reaction would require great patience and effort. Many trainees would rapidly desist,
demotivated by such slowness, unable to effective learn. Appropriate, on-time feedback is crucial for
both learning and engaging [3,12,13,26].
This is an important problem of many traditional learning environments. Many of the learning
activities require to be assessed by a teacher. For instance, trainees solving math exercises wait until
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they receive teacher corrections. This is similar to the 24-h delayed ball of our previous example.
A computer game designed this way would probably be played by no one. A designer would probably
envision something more dynamic like “Sum Totaled” mini-game inside “Brain Age Express: Math”
from Nintendo DSi [34] (see Figure 4). In this mini-game, monsters attack the player who can destroy
them by adding the numbers on their bodies. The player has 3 lives that are lost every time a monster
hits player’s avatar. The activity is based on adding numbers but its rules make it dynamic and the
player gets constant, immediate feedback: enemies explode when the player writes down a correct
answer and action continues uninterrupted otherwise.
Figure 4. (Left) Brain Age 2. Sum Totaled. Player writes ’12’ (7 + 5) to destroy the monster on the top
before it fells down and takes one of the three lives. (Right) Traditional addition practice.
Comparison between Sum Totaled game and the traditional addition practice in Figure 4 shows
the importance of appropriate feedback. Both activities are mathematically the same (apart from their
difference in difficulty) but trainees performing it traditionally will have no feedback stimuli to learn
from. They will need to wait for teacher corrections. Moreover, game dynamics encourages trainees
stop fearing failure and produce more answers, because being quick is crucial. This promotes learning
from failure and has the potential to make learning more time/cost efficient.
2.6. Randomness
Randomness is a relevant factor for learning and engaging and links both of them together.
In its most fundamental definition, learning is about discovering and modelling patterns and testing
constructed models against reality through experimentation. This describes an iterative process for
learning, in which engaging arises naturally when trainees constantly find new ways to refine and
validate their mental models. An appropriate degree of randomness can keep trainees iterating longer,
as their minds will continuously try to refine their models based on unexpected observations. Human
minds are not well suited for dealing with probabilities, as they tend to model in terms of strong
cause-effect relationships. This generally explains contexts like gambler’s fallacy or the hot hand
fallacy [35]. These fallacies show us that randomness itself can be used to produce engagement.
Therefore, it is quite relevant for games and Gamification designs.
Well designed randomness can provide a useful consequence: surprise. Surprise is one of the
most desirable feelings both in learning and playing. Schell describes it as “so basic that we can easily
forget about it” in Reference [13]. Schell also describes fun as “pleasure with surprises” and remembers
that “Surprise is a crucial part of all entertainment - it is the root of humour, strategy and problem
solving. Our brains are hard-wired to enjoy surprises”. In fact, surprise happens when observations
are radically different from our mental models. The more unexpected the event that happens, the more
information it carries: this is a natural consequence of the definition of entropy in information theory
by Shannon [36]. This means that surprises are great sources of new information, which can potentially
push trainees to revise their mental models, that is, to learn.
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2.7. Discovery
As Koster states in Reference [12] a good game is one that “keeps the player learning”. One of the
most important ways to keep players learning is presenting them with new content at an adequate rate.
This renews interest in the game and keeps players eager to continue discovering more. It can also
trigger surprise, depending on the nature of the new content and the way it is presented. However,
discovery is as difficult to design as challenge. New content has to build up on previous content to
balance novelty and familiarity. Similar to the flow channel (Figure 2), if a content is radically new
it can easily be difficult to understand or accept. New information that cannot link to pre-existing
mental models becomes similar to noise: no pattern can be found in the information and so it cannot
be modelled and learnt. Some degree of familiarity is needed to help players understand, accept and
enjoy new content but too much would eclipse novelty, making new content not feel new at all.
Games present basically two ways for new content delivery: discovery and unlocking. Unlocking
works by asking players to perform some achievements to unlock new content. Typically, this means
finishing some levels before being able to play new ones. The other way is by placing new content in
such a way that players will discover it while playing. Discovery can be equivalent to unlocking by
delivering same content at same rate. However, well designed discovery can produce better feelings
on players, like surprise, reaffirmation and self-esteem raise. Moreover, discovery can also be designed
non-linearly. Games can have secret content, not required to succeed, but present only for players
that go beyond normal play. This is also an indirect way to reward players for their attention to
detail, research or clever play. It is also an interesting way to convey rewards, as discovery would
not be perceived as a reward but as a personal achievement. This has higher probability to foster
intrinsic motivation.
Discovery is not commonly used in Gamification. This is probably due to the difficulty of content
and activity design. Educational contexts tend to be linear and content is usually known beforehand.
Trainees expect contents to be introduced first, then explained linearly. This relates to what we stated
in Section 2.1: activities and contents are usually designed with a single correct path, expecting a
concrete answer. To add discovery, designs require open spaces in which trainees decisions are relevant.
Otherwise, discovery has no meaning at all. And this is the root of the difficulty for including discovery:
it is difficult to design activities or content with proper open decision spaces. So, when willing to
introduce discovery, it is advisable first to think about activities with open decision spaces.
so important for games to be emotionally entailing, because they will attach to emotions in the mind
of the player producing a much better and personal experience.
Gamification tends to use the same main tools games use to construct emotional entailment:
characters, stories and aesthetics [13]. The problem usually lies in the complexity of these tools. All of
them require great abilities and long periods of time when trying to mimic what commercial games do.
This is too expensive and usually not cost/effective in educational environments. Simple approaches
are preferred in this case: simple stories like “escape from enchanted house” or “disarm the bomb”
could be enough for an emotional entailing environment. Trainees could be given freedom to create
their own characters (like in role playing games) and aesthetics could be imaginary. Moreover, direct
interaction between trainees could also help creating emotional entailment. Forming groups, sharing
challenges and achieving common goals are preferred approaches in educational environments.
Figure 5. (Left) An example world constructed in Minecraft. Similar to LegoTM blocks, no rule forces
players to build anything specific. Creations come out of personal will, just because the game allows
them. (Right) In Goat Simulator there is no specific reward for jumping over an ultralight but players
do it because they can and it is fun: it is a way of experimenting, just like in the real world.
On latest years game designers are paying more attention to playfulness as sandbox or open
world games are increasingly more demanded. Reasons for this demand have already been pointed
out: players have complete autonomy for developing their own creativity in vast open decision spaces,
they can pursue their own goals, experiment by trial and error, create their own personal challenges
and constantly discover what happens as a result of their actions. Clearly, these kind of games properly
address many of the items in this rubric, including playfulness ability. Some of these games have
goals also but they let and encourage players to do anything they like, pursue goals in any order or
even forget about goals and just explore and experiment. This is how these games become toys: they
can be played in almost any imaginable way by players, similar to children playing invented games
with a ball. The ball is a just a toy that can be used for any kind of play.
Playfulness is absent most of the time in educative environments. However, it is present on
research and development environments. In fact, most of present discoveries in many branches of
knowledge came out of experimental approaches. These approaches are completely similar to the
playfulness nature of toys. Research has no intrinsic goals in general: it emerges from raw questions.
Researchers are presented with current evidence and they ask questions about why or how things
happen. That leads to experiments to seek answers and this gives new evidence. Evidence then gives
ideas to developers to create. And all this cycle is driven by curiosity. Therefore, it could be considered
a playfulness approach, as it is completely similar.
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This characteristic is highly desirable in our educative environments. Curiosity is the most
important driver for knowledge and a playfulness enabled environment fosters curiosity and
experimentation. However, there is a great challenge involved. As teachers we usually design
from knowledge to activities. This implies that activities are designed to practice and acquire some
concrete knowledge or abilities. So activities tend to be the opposite of sandboxes: they are usually
focused on some finite set of goals and give little or no space to trainees for experimentation or play.
Great Gamification designs should change this focus and seek on producing sandbox-like activities.
2.10. Automation
One of the main differences in Figure 4 is due to automation. Characteristics like feedback,
challenge or randomness are greatly affected by the level of automation. A game like Brain Age cannot
exist without automation. Similar games can be made, even in manual contexts but they will be
different to Brain Age.
Interaction based on the immediate feedback from a computer game generates great amounts
of information per second. Players’ brain subconsciously analyse cause/effect relations between this
information and their input interactions. This fosters adaptations in players’ brains as they advance
practicing and mastering the game. This practical learning also happens on sports, which are real-life
games outside a computer support.
When referring to a gamified activity, automation defines the level of human intervention required
to produce responses to trainee’s inputs. It also refers to the need of human intervention to enforce the
rules. Computer games automatically process all inputs from players, give immediate responses and
enforce the rules without any human intervention. By contrast, a group of players of a board game
have to do all this processing: throwing dices, counting, interpreting rules, changing status of the
game and so forth. Exactly the same happens with tests, exams or manual classroom activities.
Therefore, there are two relevant differences between manual and automated activities with
respect to learning: the stream of information generated and the immediacy of the responses to input
interactions. Both have been discussed in previous characteristics like feedback, challenge or learning
by trial and error and have great impact on learning outcomes. For Gamification this means that
automation should be sought always when possible. However, not all contexts are easy or viable to
automate, nor every automation has to include computers. If we consider soccer, most of the game
is automated. A referee is required to enforce the rules but most of its interactions are performed
by the field, the ball, the goals and the players. In fact, a fan soccer match can be played without a
referee. Same happens to other games and sports. This shows that some great level of automation can
be achieved with appropriate real-life designs.
3. The Rubric
Table 1 shows the game-design-based rubric with the ten selected characteristics, their assessment
criteria and assigned scores. The rubric has ten rows, one for each characteristic. Each row is divided
into three columns that hold the criteria to assign scores from zero to two. For each characteristic, the
given score will be at the top of the column that contains the criteria that more accurately describes the
design. For simplicity, only a integer score is assignable to each characteristic.
The rubric has been designed as an instrument and so it meets the requirement to fit in a single
page. To accomplish this, criteria have been written with a few simple words. This makes them simpler,
more direct but less detailed and specific. It is advised to understand written criteria as a general
contextual description. They are thought to be complemented with more detailed descriptions from
Section 2. Also, criteria are written with three or four sentences per cell. For an appropriate application,
they should not be considered a check-list: depending on the design being assessed they could even
be not applicable as they are written. These sentences should better be considered as a description of
general observable symptoms from designs that meet the criteria. This is a consequence of designs
being artistic in nature: strict objective descriptions would not be applicable most of the time.
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Characteristic 0 1 2
Open Not open Decision-tree like Completely open
Decision No real decisions to take Designed decision space Multiple/Infinite options
Space Only Correct/Incorrect With options but limited Continuous decision spaces
Sinusoidal
Single difficulty/activity Incremental difficulty
difficulty progression
No activity-ability match Speculative Design
Challenge Designed
Punishments prevent Subjective matching
activity-ability match
beneficial attempts Subjective measures
Measured, balanced, tested
Failure punished Failure encouraged
Learning Failure permitted
Max.Marks only for learning
by Trial Max.Marks achievable
achievable without Max.Marks achievable
and Error with some failures
failure independent of failures
Some progress All progress defined
measures defined All progress measured
Progress No progress measures
Some feedback Detailed feedback
Assessment No feedback on progress
on status/progress on status/progress
Lack of precision Next steps are clear
Some feedback response All actions produce
None/minimal feedback
Some actions w/feedback cause-effect feedback
response to actions
Feedback Feedback not immediate Feedback immediate or
Cause-effect learning is
Some cause-effect timely adequate
difficult/impossible
learning is possible Cause-effect learning
Measured unpredictable
Some unpredictability
content and random parts
Everything is predictable Some random events or
of activities
Randomness No randomness involved parts of activities
Purposively designed
No surprises Speculative/casual
Surprises included,
design of random parts
designed and balanced
Activities presents new New content is presented
No new content
content on progress at a measured pace
No discovery
Discovery Some unlockable content Discoverable content
No unlocking
New content does not rewards user interest
Content is fixed
deliver surprises Surprises on discovery
No design that targets Some form of design to Specifically-designed
emotions target emotions characters, stories and/or
Emotional
No characters, stories or Use of template stories aesthetics
Entailment
aesthetics characters or aesthetics Design focuses on creating
Focus on factual content Imaginary experiences an emotional experience
Selectable goals and/or Selectable/generable goals
Concrete goals procedures Creative procedures
Playfulness Specific procedures Room for development Users may play with goals,
Enabled No room to experiment of personal creations content and procedures
No curiosity generated Optional activities with in non-predesigned ways
creative component Curiosity rewarded
Some level of automation Everything automated
No automation
Optimized manual None or minimal manual
Manual intervention
intervention intervention required
All or most of the rules
Automation Rules are partly enforced Rules are/can be enforced
are manually enforced
on an automatic way automatically
Slow feedback
Improved feedback Immediate or fastest
response time
response time feedback response time
Two main outcomes arise from the use of the rubric as proposed: first, the rubric is an easy to
use instrument for assessing strengths and weaknesses of designs with respect to their game-like
characteristics. Second, the knowledge of strengths and weaknesses helps thinking in ways to improve
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designs, creating a feedback cycle of analysis and improvement. These goodnesses are limited by the
subjective nature of the rubric and the discretization it imposes over the analysis space to only ten
characteristics and three scores. However, these limitations are acceptable and even desirable in the
selected context of helping new practitioners to overcome the lack-of-experience entry barrier.
• [ 2 ] Open Decision Space. The game lets the user take movement decisions (actions) in a
continuous world. Taking any two players that successfully finish one level, it is almost impossible
that both of them perform the exact same actions. Player is in total control of the action having
potentially infinite options in a continuous space.
• [ 2 ] Challenge. The game is composed of a series well designed levels to challenge players.
Difficulty progression is sinusoidal, with some easier levels after more challenging ones. It is
balanced and tested by designer intuition through iterations.
• [ 2 ] Learning by trial and error. As many games, learning by trial and error is in the very core of
the game. Failure is permitted with a number of lives in one game but there is no limit of games
per player. The player can complete the game regardless of the number of games or lives lost to
learn. Even level design is thought to encourage players to learn by experimenting.
• [ 1 ] Progress assessment. The game assesses the progress of the player through levels and player
status. Whenever a level is finished, the player does not repeat it even if lives are lost. Inside
a level, the player always knows how to continue to achieve the end and feedback through
movement, points, enemies and music reports the progress.
• [ 2 ] Feedback. Similar to most action-platformer games, there are sixty frames per second
of continuous cause/effect feedback that lets the player sense control and learn. Moreover,
game design informs of all events happening such us lives lost, enemies beaten, objects obtained
and so forth.
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• [ 1 ] Randomness. Although the game is predictable, with no actual random events happening,
there are some enemies with elaborated movements that give the player some sense of
unpredictability.
• [ 2 ] Discovery. Players discover new levels and worlds as they finish previous ones, in an
unlock-like fashion. There are secret places, items and bonuses at different locations that reward
players for their attention to detail and exploration. Also, there are some special behaviours of
game elements that can be discovered by experimentation.
• [ 2 ] Emotional entailment. The complete game creates an emotional experience for the player
with the aesthetics, characters, music and the story. It is completely conceived as an adventure in
an imaginary world where characters live and become “real” in some sense for the player.
• [ 1 ] Playfulness enabled. Although the game has clear goals and rules, players have room to
explore and be creative. In fact, communities of players have engaged in new challenges like the
speed-run modalities, creating new rules on top of the game. The game was not thought to be
played as a toy but players can and use it this way.
• [ 2 ] Automation. As a console game, meant to be played at home, the game is fully automated.
Feedback is immediate and all rules are enforced automatically.
According to the rubric, Super Mario Bros has an score of 2 + 2 + 2 + 1 + 2 + 1 + 2 + 2 + 1 + 2 = 17
points, which is quite reasonable for such a well known and played game.
• [ 0 ] Emotional entailment. There are no characters, no story, no aesthetics. The only content that
could be related to emotions is the badge for dressing up like a videogame character.
• [ 0 ] Playfulness enabled. Similarly, description of the system does not involve any ability to
use activities as toys or even play with strategies. Some creativity could be exhibited with the
videogame character dressing badge or in the way to expend coins.
• [ 0 ] Automation. Nothing is automated. Even badges have to be claimed by students by filling
up forms. However, the leaderboard being updated weekly can be perceived as some small form
of automation by students.
The rubric gives a final score of 3 points for this Gamification design. Even considering an
important error bar up to 100%, maximum value would be 6 points, really far from the 17 points
obtained by Super Mario Bros. It clearly appears not to be enough to induce important motivational
changes on students.
This analysis supports results obtained by D. Hanus et al. [41], who concluded that the
Gamification methods they used had no positive impact on learning and could even harm student
motivation. As the 3 points obtained are far lower compared to Super Mario Bros, a much inferior
motivational level could be expected. This result is supportive of what D. Hanus et al. found in
their study.
• [ 1 ] Open Decision Space. Some minimal decisions can be considered regarding the solution
method and the order in which to perform steps.
• [ 0 ] Challenge. It is a single activity, so there is no way to match activity with ability. Difficulty
is fixed.
• [ 0 ] Learning by trial and error. While the trainee produces its solution there is no feedback,
no way to know if decisions are good or bad. Therefore, no way to cause/effect learn.
• [ 0 ] Progress assessment. The only perceivable progress would be the steps done towards the
solution but that is no form of progress assessment.
• [ 0 ] Feedback. There is no feedback response to actions and teacher feedback takes one week.
Cause/effect learning is almost impossible.
• [ 0 ] Randomness. Everything is completely predictable and there are no surprises.
• [ 0 ] Discovery. As all content is fixed, there is no unlocking or discovery at all.
• [ 0 ] Emotional entailment. There are no characters, no story, no aesthetics, no content that could
be related to emotions.
• [ 1 ] Playfulness enabled. There is some room to experiment with procedures or methods,
but very limited.
• [ 0 ] Automation. Everything is manually performed, with no automation at all and a slow
response time (one week).
This gives 2 points of final score for the learning activity in isolation. It clearly contrasts with Super
Mario Bros and shows a strong difference. Similar strong difference is usually perceived on student
motivation on these two activities. Both scores seem intuitively correlated with this general perception.
with its evaluation using the rubric. For complete details on the design please refer to Reference [42].
Basically, Llorens et al. propose these changes to the activity:
1. Create an automatic generator of linear-equation systems to present students with hundreds of
exercises instead of one.
2. Classify generated systems into 6 levels of difficulty depending on their intrinsic characteristics,
number of variables and numerical complexity.
3. Form teams during solving sessions and have rules to require teams and individuals to develop
strategies to distribute tasks and face challenges.
4. Give points to valid solutions depending on the assigned difficulty of the system.
5. Make difficulty levels unlockable and have clear unlocking rules to force them to appropriately
master levels before proceeding.
6. Have a student experience level (XP) that increases as students solve systems and successfully
resolve proposed activities. Define experience levels and use them as a measure to form teams
and unlock difficulty levels.
7. Spread the activity across many sessions and maintain points, experience and levels. Let students
evolve over the course.
8. Produce random events that interrupt sessions and change rules surprisingly. Examples:
A fleeting system that has to be solved fast, a red-code event in which students have to deactivate
a bomb or a dizzy time during which solutions have to be given inverted.
9. Define a set of achievements to give to students, including some secret ones to reward their
research or detailed abilities.
10. Automatize all the system with an application that lets students select systems , send solutions
and receive instant status reports with their mobile phones.
Let us now compare the evaluation of this gamified version to the single linear-equations system
solving activity:
• [ 1 ] Open Decision Space. Students have the freedom to define different strategies to solve tasks
and challenges based on linear-equations systems.
• [ 1 ] Challenge. There are different difficulty levels defined as progressive and linear.
• [ 2 ] Learning by trial and error. Students are limited by factors like time during sessions but not
by their mistakes. They can fail many times and continue, not limiting their final score.
• [ 2 ] Progress assessment. There are several measures like experience points, regular points, levels,
achievements and unlocked difficulties that give students great detail on their progress.
• [ 1 ] Feedback. Students receive feedback from the system with respect to their solutions and
actions. They see their progress and know if they have done right or wrong and they also can fix
their failures. Feedback is not complete and sometimes cause-effect relationships maybe diffuse.
• [ 2 ] Randomness. Systems are generated, so randomness is present most of the time in the
system. Moreover, random events are another source of purposively designed unpredictability
for students, which induces surprises.
• [ 1 ] Discovery. There is some unlockable content and some secret levels and achievements,
but design could be improved to include more surprises and learning through discovery.
• [ 1 ] Emotional entailment. Random events are based on simple stories like deactivating a bomb,
for instance. Also, time limitations and surprises target emotions but there is a lack of a general
story, some characters and appropriate aesthetics.
• [ 0 ] Playfulness enabled. There is a small subset of creativity involved in the way teams can
approach tasks, but goals are clearly defined and there is not much room for free playing outside
the rules of the system.
• [ 2 ] Automation. A mobile app with a server give a moderate level of automation and control
with minimal manual intervention required. Feedback is immediate to responses, although it
Informatics 2019, 6, 49 17 of 19
might be not detailed or complete. However, this last part is improbable with new versions of
the app.
5. Conclusions
In this paper we have presented a rubric as an instrument to help new Gamification practitioners
assessing designs. Its aim is lowering the entry barrier to get experience in game-design-based
Gamification. Experience is obtained through practice but practice without guidance is much more
difficult and frustrating. The rubric gives this guidance.
The rubric can be used to assess a given design, to analyse strengths and weaknesses and to
highlight areas for improvement. This uses are focused on helping practitioners learn and develop
experience on game-design-based Gamification.
Due to the artistic nature of Game Design, the rubric is conceived on previous experience from
authors and works from experts. The rubric itself is conceived with flexible and interpretable criteria
to fit all subtle perceptional details from games and Gamification experiences. This is both a limitation
and a strength: it cannot provide objective assessment but it allows considering emotions and player
experiences, which are key for a successful Gamification design.
As practical experience is the main basis for successful game-design-based Gamification designs,
the rubric is probably be far too simplified for experienced practitioners. This is an intended limitation,
as its focus is to help new practitioners.
Four samples of application of the rubric have been shown in two pairs: to Super Mario Bros game
and a 16-week gamified course presented by D. Hanus et al. [41] and to a linear-equations solving
exercise and a gamified version of the linear-equations solving exercise proposed by Llorens et al. [42].
The four applications yield consistent results with previous evidence and general perception. Although
much more evidence is required to assess the general validity of the rubric, this piece of evidence
encourages further testing and analysis.
Author Contributions: Conceptualization, F.J.G.-D., C.J.V.-A., R.M.-C. and F.L.-L.; Investigation, R.S.-C. and
P.C.-R.; Writing—original draft, F.J.G.-D. and C.J.V.-A.; Writing—review & editing, F.J.G.-D., C.J.V.-A., R.M.-C.
and F.L.-L.
Funding: This research received no external funding
Conflicts of Interest: The authors declare no conflict of interest.
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