Gamifying collective human behavior with gameful digital rhetoric

Mizuki Sakamoto, Tatsuo Nakajima, Sayaka Akioka

    Research output: Contribution to journalArticle

    19 Citations (Scopus)

    Abstract

    This paper presents a design framework called Gameful Digital Rhetoric that offers a set of design frames for designing meaningful digital rhetoric that guides collective human behavior in ubiquitous social digital services, such as crowdsourcing. The framework is extracted from our experiences with building and developing crowdsourcing case studies. From a video game perspective, the paper has categorized our experiences into seven design frames to encourage collective human activity. This approach is different from traditional gamification, as it focuses more on the semiotic aspect of virtuality in the video games, not game mechanics; it helps to enhance the current meaning of the real world for changing human attitude and behavior through various socio-cultural and psychological techniques. Therefore, it is possible to discuss respective design frames for enhancing crowdsourcing by incrementally adding new digital rhetoric. The paper also presents how Gameful Digital Rhetoric allows us to guide collective human behavior in Collectivist Crowdsourcing; the design is explained through a scenario-based and experiment-based analyses. The paper then discusses how to design collective human behavior with Gameful Digital Rhetoric and how to identify the design’s potential pitfalls. Our approach offers useful insights into the design of future social digital services that influence collective human behavior

    Original languageEnglish
    Pages (from-to)1-43
    Number of pages43
    JournalMultimedia Tools and Applications
    DOIs
    Publication statusAccepted/In press - 2016 Jun 17

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    Semiotics
    Mechanics
    Experiments

    Keywords

    • Collective human behavior
    • Crowdsourcing
    • Design framework
    • Digital rhetoric
    • Gamification
    • Social influence
    • Social infrastructure
    • Sustainable society

    ASJC Scopus subject areas

    • Media Technology
    • Hardware and Architecture
    • Computer Networks and Communications
    • Software

    Cite this

    Gamifying collective human behavior with gameful digital rhetoric. / Sakamoto, Mizuki; Nakajima, Tatsuo; Akioka, Sayaka.

    In: Multimedia Tools and Applications, 17.06.2016, p. 1-43.

    Research output: Contribution to journalArticle

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