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The GAMIFICATION DESIGN PROCESS FOR THE AGING SOCIETY IN THAILAND
Corresponding Author(s) : Wilawan Inchamnan
Humanities & Social Sciences Reviews,
Vol. 7 No. 1 (2019): January
Abstract
Purpose of the study: This study aims to examine the gamification design process for aging people in Thailand to encourage memorable experiences and to yield behavioral outcomes. The research reported in this paper addresses the important question about the role of gamification-driven technology how acceptable is it to the elderly user in Thailand?
Methodology: This study aims to examine the gamification design process for aging people by encouraging memorable experiences to bring about behavioral outcomes. The survey has been used to find the process of sustainable aging design starting with the sustainable living factors in Thailand. The gamification issue is addressed to change peoples behavior by combining living factors and gamification elements literatures.
Main Findings: The conceptual framework shows the key issues of the behavioral change capabilities of gamification combined with the individual, cultural and social aspects of a Thai context. The finding can be divided into 3 factors: a sustainable aging society, changing behavior, and gamification mechanics.
Applications of this study: The workflow will be tested in different environments such as hotels, classrooms, and marketing. The designed gamification should provide tasks that will help people trust their activities. This study examines gamification strategy by establishing a technology-driven trust relationship with players, and then determining the best way to motivate the players to encourage the players to change their behavior.
Novelty/Originality of this study: Knowledge and skills can be improved by using gamification-driven. Gamification activities could be designed. The conceptual framework designed to overcome the changing behavior in Thailand.
Keywords
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- AlMarshedi, A., et al. (2017). Gamification and behaviour. Gamification, Springer: 19-29. DOI: https://doi.org/10.1007/978-3-319-45557-0_2
- Bouvier, P., et al. (2014). "Defining engagement and characterizing engaged-behaviors in digital gaming." Simulation & Gaming 45(4-5): 491-507. DOI: https://doi.org/10.1177/1046878114553571
- Buggie, M., et al. (2014). "Enterprise Gamification: Playing to Win." New York, NY, USA.
- Chou, Y.-k. (2015). Actionable Gamification: Beyond points, badges, and leaderboards, Octalysis Group Fremont, CA.
- Cowan, D. and A. Turner-smith (1999). The role of assistive technology in alternative models of care for older people, in [26. Research, HMSO, Citeseer.
- Csikszentmihalyi, M. (1997). Finding flow: The psychology of engagement with everyday life, Basic Books.
- Dale, S. (2014). "Gamification: Making work fun, or making fun of work?" Business information review 31(2): 82-90. DOI: https://doi.org/10.1177/0266382114538350
- Deterding, S., et al. (2011). From game design elements to gamefulness: defining gamification. Proceedings of the 15th international academic MindTrek conference: Envisioning future media environments, ACM. DOI: https://doi.org/10.1145/2181037.2181040
- Dicheva, D., et al. (2014). A course gamification platform supporting student motivation and engagement. Web and Open Access to Learning (ICWOAL), 2014 International Conference on, IEEE. DOI: https://doi.org/10.1109/ICWOAL.2014.7009214
- Doreen, K. (2014). Gerontology: Preparing the Nigerian Mind for the Inevitability of Old Age, Research on Humanities and Social Sciences Vol.4, No.12, 2014
- Hamari, J., Huotari, K., & Tolvanen, J. (2015). Gamification and economics in Walz, S. P. and S. Deterding (2015). The gameful world: Approaches, issues, applications, Mit Press.
- Hamari, J., et al. (2014). Does gamification work?--a literature review of empirical studies on gamification. 2014 47th Hawaii international conference on system sciences (HICSS), IEEE. DOI: https://doi.org/10.1109/HICSS.2014.377
- Inchamnan, W. (2018). "THERAPEUTIC STRATEGY IN GAMIFICATION AND GAME BASED LEARNING FOR EALDERLY PEOPLE IN THALINAD." Humanities & Social Sciences Reviews 6(1): 44-52. DOI: https://doi.org/10.18510/hssr.2018.618
- Ingegno M., (2017). Integrating Gamification into Design Management Education in Asia. The case of Thailand. Paper presented at the fourth International, Academic Conference of ELLTA: ‘Perspectives on Leadership, Learning and Social Enterprise in Asia’ – Sharpening Focus on Research Collaborations and Publications, Bangkok, Thailand.
- Jacobs, A., et al. (2013). CONTRAST: gamification of arm-hand training for stroke survivors. CHI'13 Extended Abstracts on Human Factors in Computing Systems, ACM. DOI: https://doi.org/10.1145/2468356.2468430
- Kaufman, G. F. and L. K. Libby (2012). "Changing beliefs and behavior through experience-taking." Journal of personality and social psychology 103(1): 1. DOI: https://doi.org/10.1037/a0027525
- Khaled, R. (2015). Gamification and culture. In S. Waltz & S. Deterding (Eds.), The gameful world: Approaches, issues, applications (pp. 301–322). Cambridge: MIT Press.
- Kiatruangkrai, W., et al. (2017). "Energy Saving by Gamification Method: Case Study at a Public School, Thailand." International Energy Journal 17(4).
- Kühn, S., et al. (2014). "Playing Super Mario induces structural brain plasticity: gray matter changes resulting from training with a commercial video game." Molecular psychiatry 19(2): 265. DOI: https://doi.org/10.1038/mp.2013.120
- Landers, R. N., et al. (2017). "Gamification of task performance with leaderboards: A goal setting experiment." Computers in Human Behavior 71: 508-515. DOI: https://doi.org/10.1016/j.chb.2015.08.008
- Maynard, N. and M. McGlazer "The Gamification Effect." : Using Fun to Build Financial Security, COMMONWEALTH (file:///C:/Users/Lab%20ANT/Downloads/the-gamification-effect-using-fun-to-build-financial-security.pdf)
- McKeon, A. (2012). "Creating sustainable health and care systems in ageing societies." Report of the Ageing Societies Working Group 2012.
- Muramatsu, N. and H. Akiyama (2011). "Japan: super-aging society preparing for the future." The Gerontologist 51(4): 425-432. DOI: https://doi.org/10.1093/geront/gnr067
- Princess Maha Chakri Sirindhorn. (2-17). At The WCPT-AWP & PTAT Congress 2017 On “Moving towards Health, Longevity and Sustainability†On June 28, 2017
- Reeve, J., et al. (2004). "Enhancing students' engagement by increasing teachers' autonomy support." Motivation and emotion 28(2): Springer, 147-169. DOI: https://doi.org/10.1023/B:MOEM.0000032312.95499.6f
- Ryan, R. M. and E. L. Deci (2000). "Intrinsic and extrinsic motivations: Classic definitions and new directions." Contemporary educational psychology 25(1): 54-67. DOI: https://doi.org/10.1006/ceps.1999.1020
- Schulz, R., et al. (2014). "Advancing the aging and technology agenda in gerontology." The Gerontologist 55(5): 724-734. DOI: https://doi.org/10.1093/geront/gnu071
- Seaborn, K. and D. I. Fels (2015). "Gamification in theory and action: A survey." International Journal of human-computer studies 74: 14-31. DOI: https://doi.org/10.1016/j.ijhcs.2014.09.006
- Walker, A. (2002). "A strategy for active ageing." International social security review 55(1): 121-139. DOI: https://doi.org/10.1111/1468-246X.00118
- Zicherman, G. (2011). A Long Engagement and a Shotgun Wedding: Why Engagement is the Power Metric of the Decade. Presentation, Gamification Summit, San Francisco, CA, 2011. http://goo.gl/jlaO0.
References
AlMarshedi, A., et al. (2017). Gamification and behaviour. Gamification, Springer: 19-29. DOI: https://doi.org/10.1007/978-3-319-45557-0_2
Bouvier, P., et al. (2014). "Defining engagement and characterizing engaged-behaviors in digital gaming." Simulation & Gaming 45(4-5): 491-507. DOI: https://doi.org/10.1177/1046878114553571
Buggie, M., et al. (2014). "Enterprise Gamification: Playing to Win." New York, NY, USA.
Chou, Y.-k. (2015). Actionable Gamification: Beyond points, badges, and leaderboards, Octalysis Group Fremont, CA.
Cowan, D. and A. Turner-smith (1999). The role of assistive technology in alternative models of care for older people, in [26. Research, HMSO, Citeseer.
Csikszentmihalyi, M. (1997). Finding flow: The psychology of engagement with everyday life, Basic Books.
Dale, S. (2014). "Gamification: Making work fun, or making fun of work?" Business information review 31(2): 82-90. DOI: https://doi.org/10.1177/0266382114538350
Deterding, S., et al. (2011). From game design elements to gamefulness: defining gamification. Proceedings of the 15th international academic MindTrek conference: Envisioning future media environments, ACM. DOI: https://doi.org/10.1145/2181037.2181040
Dicheva, D., et al. (2014). A course gamification platform supporting student motivation and engagement. Web and Open Access to Learning (ICWOAL), 2014 International Conference on, IEEE. DOI: https://doi.org/10.1109/ICWOAL.2014.7009214
Doreen, K. (2014). Gerontology: Preparing the Nigerian Mind for the Inevitability of Old Age, Research on Humanities and Social Sciences Vol.4, No.12, 2014
Hamari, J., Huotari, K., & Tolvanen, J. (2015). Gamification and economics in Walz, S. P. and S. Deterding (2015). The gameful world: Approaches, issues, applications, Mit Press.
Hamari, J., et al. (2014). Does gamification work?--a literature review of empirical studies on gamification. 2014 47th Hawaii international conference on system sciences (HICSS), IEEE. DOI: https://doi.org/10.1109/HICSS.2014.377
Inchamnan, W. (2018). "THERAPEUTIC STRATEGY IN GAMIFICATION AND GAME BASED LEARNING FOR EALDERLY PEOPLE IN THALINAD." Humanities & Social Sciences Reviews 6(1): 44-52. DOI: https://doi.org/10.18510/hssr.2018.618
Ingegno M., (2017). Integrating Gamification into Design Management Education in Asia. The case of Thailand. Paper presented at the fourth International, Academic Conference of ELLTA: ‘Perspectives on Leadership, Learning and Social Enterprise in Asia’ – Sharpening Focus on Research Collaborations and Publications, Bangkok, Thailand.
Jacobs, A., et al. (2013). CONTRAST: gamification of arm-hand training for stroke survivors. CHI'13 Extended Abstracts on Human Factors in Computing Systems, ACM. DOI: https://doi.org/10.1145/2468356.2468430
Kaufman, G. F. and L. K. Libby (2012). "Changing beliefs and behavior through experience-taking." Journal of personality and social psychology 103(1): 1. DOI: https://doi.org/10.1037/a0027525
Khaled, R. (2015). Gamification and culture. In S. Waltz & S. Deterding (Eds.), The gameful world: Approaches, issues, applications (pp. 301–322). Cambridge: MIT Press.
Kiatruangkrai, W., et al. (2017). "Energy Saving by Gamification Method: Case Study at a Public School, Thailand." International Energy Journal 17(4).
Kühn, S., et al. (2014). "Playing Super Mario induces structural brain plasticity: gray matter changes resulting from training with a commercial video game." Molecular psychiatry 19(2): 265. DOI: https://doi.org/10.1038/mp.2013.120
Landers, R. N., et al. (2017). "Gamification of task performance with leaderboards: A goal setting experiment." Computers in Human Behavior 71: 508-515. DOI: https://doi.org/10.1016/j.chb.2015.08.008
Maynard, N. and M. McGlazer "The Gamification Effect." : Using Fun to Build Financial Security, COMMONWEALTH (file:///C:/Users/Lab%20ANT/Downloads/the-gamification-effect-using-fun-to-build-financial-security.pdf)
McKeon, A. (2012). "Creating sustainable health and care systems in ageing societies." Report of the Ageing Societies Working Group 2012.
Muramatsu, N. and H. Akiyama (2011). "Japan: super-aging society preparing for the future." The Gerontologist 51(4): 425-432. DOI: https://doi.org/10.1093/geront/gnr067
Princess Maha Chakri Sirindhorn. (2-17). At The WCPT-AWP & PTAT Congress 2017 On “Moving towards Health, Longevity and Sustainability†On June 28, 2017
Reeve, J., et al. (2004). "Enhancing students' engagement by increasing teachers' autonomy support." Motivation and emotion 28(2): Springer, 147-169. DOI: https://doi.org/10.1023/B:MOEM.0000032312.95499.6f
Ryan, R. M. and E. L. Deci (2000). "Intrinsic and extrinsic motivations: Classic definitions and new directions." Contemporary educational psychology 25(1): 54-67. DOI: https://doi.org/10.1006/ceps.1999.1020
Schulz, R., et al. (2014). "Advancing the aging and technology agenda in gerontology." The Gerontologist 55(5): 724-734. DOI: https://doi.org/10.1093/geront/gnu071
Seaborn, K. and D. I. Fels (2015). "Gamification in theory and action: A survey." International Journal of human-computer studies 74: 14-31. DOI: https://doi.org/10.1016/j.ijhcs.2014.09.006
Walker, A. (2002). "A strategy for active ageing." International social security review 55(1): 121-139. DOI: https://doi.org/10.1111/1468-246X.00118
Zicherman, G. (2011). A Long Engagement and a Shotgun Wedding: Why Engagement is the Power Metric of the Decade. Presentation, Gamification Summit, San Francisco, CA, 2011. http://goo.gl/jlaO0.