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# Gamification & Counselor Support Team
#### IT & Society
##### 2022.12.13
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## Gamification
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### Definition of Gamification
#### Gamification vs. serious games
- Gamification: is used to change behaviour, to educate, or to motivate. One of the most-used definitions describes gamification as “the use of game design elements in non-game contexts”.
- Serious games: are games that do not have entertainment, enjoyment or fun as their primary purpose. Usually involves thorough usage of the whole system of gaming to achieve its goals.

Note:
How to differentiate gamification and serious games? If the whole system is designed to be games, they are serious games. While gamification usually are parts of a system.
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### Types of Gamification
#### Structural Gamification & Content Gamification
* Structural gamification
- Motivate by rewards
- Only add external factors but not change the content
- Points、Badges and Achievements、Levels、Leaderboards、Social element
* Content gamification
* Increase user engagement by attaching interactive elements
* Adds games or activities into the content
Note:
Content gamification example: beginning the training with an entertaining activity to introduce the course and intrigue users instead of starting with a list of learning objectives and getting rewarded after completing specific tasks.
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### Gamification Elements
* Many game elements are used to motivate, including badges, points, leaderboards, competitions, and avatars.
* The most-used game elements sited in empirical gamification studies are points, leaderboards, and badges.
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### Self-Determination Theory
* Self-Determination Theory (SDT) by Edward L. Deci and Richard M. Ryan (2000) states that the basic psychological needs that comprise Self-Determination as autonomy, competence, and Relatedness.

Note:
- autonomy:whether a person's decision is influenced by other people or they decide what they are going to do by themselves.
- competence:competence makes a person seeks to control the outcome and experience mastery.
- relatedness:shows a person's will to interact with, be connected to, and experience caring for others
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## Pros and Cons of Gamification
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### Pros
* Mobile apps using gamification can be a valuable and effective platform for well-being and mental health interventions and may enhance motivation and reduce attrition.
* Curiosity helps to motivate users, so they can move forward and get more rewards.
* It fosters competition. Scoreboards with the achievements of other users encourage the players to accomplish more and compare their results with others.
* It creates a sense of control.
Note:
No one likes to be forced to do something. That is why the key purpose of gamification is to give the users control and let them decide which milestone they are going to complete next.
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### Cons
* McCallum (2012) argues that while game designers can design for player experience, they cannot control it, and that each player is different and may interpret and play the game in ways the designer may not have intended or predicted.
* The choice of theory to apply during design and development would likely vary across contexts (e.g., acute vs. chronic illness; one- off assessment vs. long-term engagement)
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## Gamification features
Note:
Due to the research papers we have read, we would propose some simple features for gamification, but we decide not to design a very huge or complex gaming system. We don't want users to be addicted to the games in their working environment. We would like to make gamification features only a simple and easygoing mechanism just to let our users / our caregivers organize their works in a rather happier way and let them feel a sense of accomplishment while using those functions.
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### Features
* Keep everything simple:
* Gamification is all about fun and simplicity so that the user intuitively understands at which stage they currently are and what they should do next. Your task here is to walk the user through each step smoothly and transparently.
* Even if game designers can design for player experience, they cannot control it, and that each player is different and may interpret and play the game in ways the designer may not have intended or predicted.
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### Features
* Show levels and badge of a user as an achievement reward:
* level → autonomy, relatedness, competence
* Ranking board / scoreboard to show users’ achievement:
* Scoreboards with the achievements of other users encourage the players to accomplish more and compare their results with others.
* Users can share their achievement to forum, for example: their new level or daily achievements:
* Researchers have suggested that gamification designers could consider incorporating cooperative mechanics (Helmefalk et al., 2020), thereby supporting connections between users.
* The least exciting element of any game is the points, badges or leaderboards. People don’t play a game just for points, they play for mastery, to overcome challenges and to socialize with others.
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### Features
* Templates of daily tasks for users to quickly set up their daily tasks lists. Everytime when users finish a task, they can get rewards:
* Many game elements are used to motivate, including badges, points, leaderboards, competitions, and avatars. According to Hamari et al. (2014), the most-used game elements sited in empirical gamification studies are points, leaderboards, and badges.

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#### Features
* Fireworks or other congrats animations can encourage users to gain more points and finish more tasks.
* Newbie tasks can help users to be familiar with the app more quickly.

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## Counselor support features
A list of the contact information of psychological experts
Note:
After discussion, we think that counselor support features would include only contact information of experts. Therefore, should be included in information page.
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## Thank you
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