This paper is about how to design gamification in the right way. The author Kim discusses the question from four different aspects: a clear goal, target group and user types, other variables, and learning content. Finally, Kim raises up a question about the harmfulness of gamification on the aspects of tangible rewards and intrinsic motivation.
By reading this paper, I have got a general idea that gamification is using game in non-gaming context to help people learning knowledge as well as solving problems. The process of designing a good gamification is much more complex and difficult than I have imagined. Besides the four aspects Kim explains in the paper, there are more details need to be considered carefully in designing the gamification like personal preference and cultural differences.
As a research paper, this paper involves many terminology which is hard to understand. It is good for the author to use specific examples to help readers tounderstand these terminology. However, there are still some terms I find difficult to understand, such as “engagement-contingent,” “completion-contingent” and “performance-contingent.” It reminds me to be careful to use complex terms in my paper. Nonetheless, the structure of the paper is very clear.The use of subtitles helps readers to figure out the main idea easily.
As for the content, what I find most interesting is the question that Kim raises up in the last part of the paper: “Can gamification be harmful?” For example, one of the most popular critiques about gamification is that eternal rewards undermine intrinsic motivation. I agree that we need to consider about the negative effects of gamification, but despite all these factors, the most important thing is that gamification itself need to be fun enough to attract users, because the number of users is the most important standard to evaluate the success of the gamification. And of course, users don’t care about the intention of the gamification. The only thing they care about is whether the gamification is fun.
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