TY - GEN
T1 - Etsijä's Call
T2 - 5th International GamiFIN Conference, GamiFIN 2021
AU - Thibault, Mattia
AU - Legaki, Nikoletta Zampeta
AU - Buruk, Oguz
AU - Hamari, Juho
N1 - Funding Information:
This project has received funding from the European Union's Horizon 2020 research and innovation programme under the Marie Sklodowska-Curie grant agreements No 793835, Reclaim; 840809, Gandalf; and 833731, Weartual.
Publisher Copyright:
Copyright © 2021 for this paper by its authors.
Jufoid=53269
PY - 2021
Y1 - 2021
N2 - Gamification has spread into almost all scientific fields as a way to achieve beneficial outcomes such as productivity, engagement, learning and health. However, gamification has been less applied into enhancing scientific process and science communication themselves. As a case in point, in this paper we demonstrate how an international gamification conference was gamified through Etsija's Call, a mysterious Alternate Reality Conference Game, to enhance conference engagement, create a positive mood for livelier communication and networking as well as to build a communal spirit among participants. The international GamiFIN conference 2020 was held online due to COVID-19. Therefore, the present paper also contributes to the growing literature on remote work and online research and dissemination practices. In this research effort, we employ both design science and mixed-method empirical work (N=47). First, we outline the process and materials involved in the ideation, design and implementation of the game, secondly, we outline the thematic analysis (n=17) of materials gathered throughout the conference from interaction with the game, and thirdly, we report preliminary results of the adapted Gameful Experience Questionnaire (GAMEFULQUEST) based on the participants' experience (n=6) and the game's probable influence on the conference experience (n=13). Our preliminary analyses show that conference participants had a meaningful interaction with the game which further enabled them to engage with several conference facets, situations and participants as indicated by the qualitative analysis of participants' interactions with the game. Moreover, the preliminary quantitative analyses based on the responses on the GAMEFULQUEST indicate that respondents had had a positive gameful experience as a consequence of interacting with Etsija's Call While the present study was preliminary and a first pilot of the conference game, future research on Etsija's Call and other similar implementations should attempt to increase the volume of the investigation in terms of participants.
AB - Gamification has spread into almost all scientific fields as a way to achieve beneficial outcomes such as productivity, engagement, learning and health. However, gamification has been less applied into enhancing scientific process and science communication themselves. As a case in point, in this paper we demonstrate how an international gamification conference was gamified through Etsija's Call, a mysterious Alternate Reality Conference Game, to enhance conference engagement, create a positive mood for livelier communication and networking as well as to build a communal spirit among participants. The international GamiFIN conference 2020 was held online due to COVID-19. Therefore, the present paper also contributes to the growing literature on remote work and online research and dissemination practices. In this research effort, we employ both design science and mixed-method empirical work (N=47). First, we outline the process and materials involved in the ideation, design and implementation of the game, secondly, we outline the thematic analysis (n=17) of materials gathered throughout the conference from interaction with the game, and thirdly, we report preliminary results of the adapted Gameful Experience Questionnaire (GAMEFULQUEST) based on the participants' experience (n=6) and the game's probable influence on the conference experience (n=13). Our preliminary analyses show that conference participants had a meaningful interaction with the game which further enabled them to engage with several conference facets, situations and participants as indicated by the qualitative analysis of participants' interactions with the game. Moreover, the preliminary quantitative analyses based on the responses on the GAMEFULQUEST indicate that respondents had had a positive gameful experience as a consequence of interacting with Etsija's Call While the present study was preliminary and a first pilot of the conference game, future research on Etsija's Call and other similar implementations should attempt to increase the volume of the investigation in terms of participants.
KW - Alternate reality games
KW - Conference game
KW - Conference participation
KW - Engagement
KW - Gamification
KW - Online conferences
UR - http://www.scopus.com/inward/record.url?scp=85108163735&partnerID=8YFLogxK
M3 - Conference contribution
AN - SCOPUS:85108163735
T3 - CEUR Workshop Proceedings
SP - 160
EP - 169
BT - Proceedings of the 5th International GamiFIN Conference Levi, Finland, April 7-9, 2021
A2 - Bujić, Mila
A2 - Koivisto, Jonna
A2 - Hamari, Juho
Y2 - 7 April 2021 through 9 April 2021
ER -