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A Playful Affordances Model 
for Gameful Learning 
Robert W. Songer¹² Kazunori Miyata² 
¹Kanazawa Technical College 
²Japan Advanced Institute of Science and Technology
Does Gamification Work? 
• A review of empirical studies on gamification reveal numerous 
variables related to the efficacy of gamified systems, namely related 
to the context and the user. [7] 
How can we design game-like experiences that 
encourage student learning? 
TEEM '14, October 01 - 03 2014, Salamanca, Spain
Gamification vs. Gameful Design [6] 
Gamification 
• Game design elements in 
non-game context 
• Often seen as a “game-layer” 
• Employs rhetoric and metaphor 
Gameful Design 
• Game-like experiences from 
game design principles 
• Instills ludic qualities 
• Gameplay behavioral outcomes 
TEEM '14, October 01 - 03 2014, Salamanca, Spain
What motivates gamers? 
• Self-Determination Theory (SDT) says feelings of autonomy, 
competency and relatedness foster high quality motivation. [14] 
↪ Games satisfy these psychological needs for well-being which may or may 
not be present in real-life. [12] 
• A survey of gamers shows dispositional flow and intrinsic regulation 
to be the strongest motivating factors of gaming. [17] 
TEEM '14, October 01 - 03 2014, Salamanca, Spain
Dispositional Flow [5] 
1. Balance of challenge and skill 
2. Merging of actions and awareness 
3. Clear goals 
4. Unambiguous feedback 
5. Concentration on the task at-hand 
6. A sense of control 
7. Loss of self-consciousness 
8. Transformation of time 
9. Autotelic experience 
TEEM '14, October 01 - 03 2014, Salamanca, Spain
Frameworks for Game Design & Analysis 
MDA [9] Playful Persuasion [13] Game Design Elements [6] 
Mechanics 
Dynamics 
Aesthetics 
System 
Interaction 
Experience 
Transformation 
Interface Design 
Patterns and Mechanics 
Principles and Heuristics 
Game Models 
Game Design Methods 
TEEM '14, October 01 - 03 2014, Salamanca, Spain
Two Definitions of “Game” 
“a system in which players engage in 
an artificial conflict, defined by rules, 
that results in a quantifiable outcome” 
([15], p. 80) 
“a problem-solving experience 
approached with a playful attitude” 
([16], p. 37) 
TEEM '14, October 01 - 03 2014, Salamanca, Spain
The Phenomenon of Play 
• Defined by attitude (mode) as well as activity (form). [11] 
• An autotelic experience communicated implicitly through the framing 
of the activity. [2] 
• A “magic circle” of ritual integrating physical, psychological and social 
contexts. [8] 
Is it still play if we don’t enjoy the game? 
TEEM '14, October 01 - 03 2014, Salamanca, Spain
(Electronic) 
Games 
• Artifacts 
• Social 
Context 
Target 
Domain 
• Artifacts 
• Social 
Context 
Psychological 
State TEEM '14, October 01 - 03 2014, Salamanca, Spain
Gamification in Context 
• Game-like experiences rely on a gameful context. 
• The domain to be gamified is heavy with context which must then be 
integrated into the spatial and temporal bounds of the “game”. 
1. Use game design elements in the creation of artifacts for learning (materials, 
assessments, etc.) to make the context gameful. 
2. Design for learning goals/outcomes to emerge from the special meaning 
created through play within the gameful context. 
TEEM '14, October 01 - 03 2014, Salamanca, Spain
Play terms (compiled from [1,3,4,10]) 
Agon Alea Mimicry Ilinx 
Challenge Discovery Fantasy Sensation 
Competition Curiosity Narrative Stimulation 
Difficulty Exploration Fiction Danger 
Control Risk Creation Sensory 
Achievement & 
Beauty & 
Cognitive 
Completion 
Immersion 
Synergy 
Physical Activity 
Contest & 
Challenge 
Exploration & 
Discovery 
Imagination & 
Creativity 
Sensation & 
Arousal 
TEEM '14, October 01 - 03 2014, Salamanca, Spain
Playful Affordances 
• Multi-dimensional 
relationship of 
enjoyable 
experiences 
emerging from 
playful actions 
TEEM '14, October 01 - 03 2014, Salamanca, Spain
Discussion 
• Affordances guide design; 
states present qualities to 
be evaluated. 
• Provided for play mode 
but not utility mode 
TEEM '14, October 01 - 03 2014, Salamanca, Spain
Thank You 
[1] Apter, M. J. 1991 A Structural-Phenomenology of Play. 
[2] Bateson, G. A 1972. Theory of Play and Fantasy. 
[3] Caillois, R. 1961. Man, Play, and Games. 
[4] Costello, B. and Edmonds, E. 2007 A Study in Play, 
Pleasure and Interaction Design. 
[5] Csikszentmihalyi, M. 1990. Flow: the psychology of 
optimal experience. 
[6] Deterding, S., Dixon, D., Khaled, R., and Nacke, L. (2011). 
From Game Design Elements to Gamefulness: Defining 
"Gamification". 
[7] Hamari, J., Koivisto, J., and Sarsa, H. 2014. Does 
Gamification Work? — A Literature Review of Empirical 
Studies on Gamification. 
[8] Huizinga, J. 1955. Homo ludens: a study of the play 
element in culture. 
[9] Hunicke, R., LeBlanc, M., and Zubek, R. 2004. MDA: A 
Formal Approach to Game Design and Game Research. 
[10] Korhonen, H., Montola, M., and Arrasvuori, J. 2009. 
Understanding Playful User Experience Through Digital 
Games. 
[11] Malaby, T. M. 2008. Anthropology and play: the contours 
of playful experience. 
[12] Przybylski, A. K., Rigby, C. S., and Ryan, R. M. 2010. A 
Motivational Model of Video Game Engagement. 
[13] Rozendaal, M., Vermeeren, A., Bekker, T., and de Ridder, 
H. 2011. A research framework for playful persuasion 
based on psychological needs and bodily interaction. 
[14] Ryan, R. M. and Deci, E. L. 2000. Self-determination 
theory and the facilitation of intrinsic motivation, social 
development, and well-being. 
[15] Salen, K. and Zimmerman, E. 2004. Rules of Play: Game 
Design Fundamentals. 
[16] Schell, J. 2008. The Art of Game Design. 
[17] Wang, C. J., Khoo, A., Liu, W. C., and Divaharan, S. 2008. 
Passion and Intrinsic Motivation in Digital Gaming. 
[18] Yee, N. 2005. Motivations of play in MMORPGs: results 
from a factor analytic approach.

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A Playful Affordances Model for Gameful Learning

  • 1. A Playful Affordances Model for Gameful Learning Robert W. Songer¹² Kazunori Miyata² ¹Kanazawa Technical College ²Japan Advanced Institute of Science and Technology
  • 2. Does Gamification Work? • A review of empirical studies on gamification reveal numerous variables related to the efficacy of gamified systems, namely related to the context and the user. [7] How can we design game-like experiences that encourage student learning? TEEM '14, October 01 - 03 2014, Salamanca, Spain
  • 3. Gamification vs. Gameful Design [6] Gamification • Game design elements in non-game context • Often seen as a “game-layer” • Employs rhetoric and metaphor Gameful Design • Game-like experiences from game design principles • Instills ludic qualities • Gameplay behavioral outcomes TEEM '14, October 01 - 03 2014, Salamanca, Spain
  • 4. What motivates gamers? • Self-Determination Theory (SDT) says feelings of autonomy, competency and relatedness foster high quality motivation. [14] ↪ Games satisfy these psychological needs for well-being which may or may not be present in real-life. [12] • A survey of gamers shows dispositional flow and intrinsic regulation to be the strongest motivating factors of gaming. [17] TEEM '14, October 01 - 03 2014, Salamanca, Spain
  • 5. Dispositional Flow [5] 1. Balance of challenge and skill 2. Merging of actions and awareness 3. Clear goals 4. Unambiguous feedback 5. Concentration on the task at-hand 6. A sense of control 7. Loss of self-consciousness 8. Transformation of time 9. Autotelic experience TEEM '14, October 01 - 03 2014, Salamanca, Spain
  • 6. Frameworks for Game Design & Analysis MDA [9] Playful Persuasion [13] Game Design Elements [6] Mechanics Dynamics Aesthetics System Interaction Experience Transformation Interface Design Patterns and Mechanics Principles and Heuristics Game Models Game Design Methods TEEM '14, October 01 - 03 2014, Salamanca, Spain
  • 7. Two Definitions of “Game” “a system in which players engage in an artificial conflict, defined by rules, that results in a quantifiable outcome” ([15], p. 80) “a problem-solving experience approached with a playful attitude” ([16], p. 37) TEEM '14, October 01 - 03 2014, Salamanca, Spain
  • 8. The Phenomenon of Play • Defined by attitude (mode) as well as activity (form). [11] • An autotelic experience communicated implicitly through the framing of the activity. [2] • A “magic circle” of ritual integrating physical, psychological and social contexts. [8] Is it still play if we don’t enjoy the game? TEEM '14, October 01 - 03 2014, Salamanca, Spain
  • 9. (Electronic) Games • Artifacts • Social Context Target Domain • Artifacts • Social Context Psychological State TEEM '14, October 01 - 03 2014, Salamanca, Spain
  • 10. Gamification in Context • Game-like experiences rely on a gameful context. • The domain to be gamified is heavy with context which must then be integrated into the spatial and temporal bounds of the “game”. 1. Use game design elements in the creation of artifacts for learning (materials, assessments, etc.) to make the context gameful. 2. Design for learning goals/outcomes to emerge from the special meaning created through play within the gameful context. TEEM '14, October 01 - 03 2014, Salamanca, Spain
  • 11. Play terms (compiled from [1,3,4,10]) Agon Alea Mimicry Ilinx Challenge Discovery Fantasy Sensation Competition Curiosity Narrative Stimulation Difficulty Exploration Fiction Danger Control Risk Creation Sensory Achievement & Beauty & Cognitive Completion Immersion Synergy Physical Activity Contest & Challenge Exploration & Discovery Imagination & Creativity Sensation & Arousal TEEM '14, October 01 - 03 2014, Salamanca, Spain
  • 12. Playful Affordances • Multi-dimensional relationship of enjoyable experiences emerging from playful actions TEEM '14, October 01 - 03 2014, Salamanca, Spain
  • 13. Discussion • Affordances guide design; states present qualities to be evaluated. • Provided for play mode but not utility mode TEEM '14, October 01 - 03 2014, Salamanca, Spain
  • 14. Thank You [1] Apter, M. J. 1991 A Structural-Phenomenology of Play. [2] Bateson, G. A 1972. Theory of Play and Fantasy. [3] Caillois, R. 1961. Man, Play, and Games. [4] Costello, B. and Edmonds, E. 2007 A Study in Play, Pleasure and Interaction Design. [5] Csikszentmihalyi, M. 1990. Flow: the psychology of optimal experience. [6] Deterding, S., Dixon, D., Khaled, R., and Nacke, L. (2011). From Game Design Elements to Gamefulness: Defining "Gamification". [7] Hamari, J., Koivisto, J., and Sarsa, H. 2014. Does Gamification Work? — A Literature Review of Empirical Studies on Gamification. [8] Huizinga, J. 1955. Homo ludens: a study of the play element in culture. [9] Hunicke, R., LeBlanc, M., and Zubek, R. 2004. MDA: A Formal Approach to Game Design and Game Research. [10] Korhonen, H., Montola, M., and Arrasvuori, J. 2009. Understanding Playful User Experience Through Digital Games. [11] Malaby, T. M. 2008. Anthropology and play: the contours of playful experience. [12] Przybylski, A. K., Rigby, C. S., and Ryan, R. M. 2010. A Motivational Model of Video Game Engagement. [13] Rozendaal, M., Vermeeren, A., Bekker, T., and de Ridder, H. 2011. A research framework for playful persuasion based on psychological needs and bodily interaction. [14] Ryan, R. M. and Deci, E. L. 2000. Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. [15] Salen, K. and Zimmerman, E. 2004. Rules of Play: Game Design Fundamentals. [16] Schell, J. 2008. The Art of Game Design. [17] Wang, C. J., Khoo, A., Liu, W. C., and Divaharan, S. 2008. Passion and Intrinsic Motivation in Digital Gaming. [18] Yee, N. 2005. Motivations of play in MMORPGs: results from a factor analytic approach.

Editor's Notes

  1. Game-like experience
  2. Electronic gaming artifacts provide both “physical” arena and social contract required for play. Aesthetics encourage psychological state. Gamification artifacts and social context differ from that of games.
  3. Omitted: fellowship and expression Modalities: submission vs. deviance