Skip to main content

A Gamified News Application for Mobile Devices: An Approach that Turns Digital News Readers into Players of a Social Network

  • Conference paper
  • First Online:
Games and Learning Alliance (GALA 2015)

Part of the book series: Lecture Notes in Computer Science ((LNISA,volume 9599))

Included in the following conference series:

  • 2274 Accesses

Abstract

Gamification is a well known approach nowadays for achieving the ultimate goal of motivating loyalty with a brand and engaging users with given tasks in a variety of fields. However, attempts made to use gamification techniques in news industry have given poor results, pointing to the conclusion that journalism may not an open field for gamification to thrive. At the same time changes in news consumption across the globe show a rapid rise of news audiences accessing stories through their mobile devices, while social media play a huge role in distribution of online news. This paper examines the combination of these three trends, gamification, smartphones and social media in a promising and possibly successful way.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 39.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 54.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

References

  1. Bartle, R.A.: Designing Virtual Worlds. New Riders, Berkeley (2004)

    Google Scholar 

  2. Bartle, R.: Hearts, clubs, diamonds, spades: players who suit MUDs. J. MUD Res. 1(1),19 (1996). Richard Bartle's webpage, http://mud.co.uk/richard/hcds.htm. Accessed 15 Jan 2015

    Google Scholar 

  3. Caillois, R.: Man, Play and Games. The Free Press, New York (1961)

    Google Scholar 

  4. Crowley, D., Breslin, J., Corcoran, P., Young, K.: Gamification of citizen sensing through mobile social reporting. In: Proceedings of Games Innovation Conference 2012. IEEE (2012)

    Google Scholar 

  5. De Koven, B.: The Well-Played Game: A Player’s Philosophy. MIT Press, Cambridge (2013)

    Google Scholar 

  6. Deci, E.L., Koestner, R., Ryan, R.M.: A meta-analytic review of experiments examining the effects of extrinsic rewards on intrinsic motivation. Psychol. Bull. 125(6), 627 (1999)

    Article  Google Scholar 

  7. Deterding, S., Dixon, D., Khaled, R., Nacke, L.: From game design elements to gamefulness: defining “gamification”. In: Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments, New York, NY, USA, pp. 9–15 (2011)

    Google Scholar 

  8. Deterding, S.: Skill atoms as design lenses for user-centered gameful design. In: From the CHI 2013 Workshop on Designing Gamification, Paris, France (2013)

    Google Scholar 

  9. Deterding, S.: Eudaimonic design, or: six invitations to rethink gamification. In: Fuchs, M., Fizek, S., Ruffino, P., Schrape, N. (eds.) Rethinking Gamification, pp. 305–331. Meson Press, Lüneburg (2014)

    Google Scholar 

  10. Deterding, S., Sicart, M., Nacke, L., O’Hara, K., Dixon, D.: Gamification: using game design elements in non-gaming contexts. In: Proceedings of CHI 2011, pp. 2425–2428. ACM Press, New York (2011)

    Google Scholar 

  11. Ferro, L.S., Walz, S.P., Greuter, S.: Towards personalised, gamified systems: an investigation into game design, personality and player typologies. In: Proceedings of the 9th Australasian Conference on Interactive Entertainment: Matters of Life and Death, New York, NY, USA, pp. 7:1–7:6 (2013)

    Google Scholar 

  12. Fontijn, W., Hoonhout, J.: Functional fun with tangible user interfaces. In: Proceedings from DIGITEL 2007 in 1st IEEE International Workshop on Digital Game and Intelligent Toy Enhanced Learning, Jhongli, Taiwan, pp. 119–123 (2007)

    Google Scholar 

  13. Garrett, J.J.: The Elements of User Experience: User-Centered Design for the Web and Beyond. Pearson Education, New York (2010)

    Google Scholar 

  14. Hamari, J., Koivisto, J.: Measuring flow in gamification: dispositional flow scale-2. Comput. Hum. Behav. 40, 133–143 (2014)

    Article  Google Scholar 

  15. Huotari, K., Hamari, J.: Defining gamification - a service marketing perspective. In: Proceedings of the 16th International Academic MindTrek Conference, Tampere, Finland, 3–5 October 2012 (2012)

    Google Scholar 

  16. Jung, J., Schneider, C., Valacich, J.: Enhancing the motivational affordance of information systems: the effects of real-time performance feedback and goal setting in group collaboration environments. Manag. Sci. 56(4), 724–742 (2010)

    Article  Google Scholar 

  17. Knaving, K., Björk, S.: Designing for fun and play: exploring possibilities in design for gamification. In: Gamification 2013 (2013)

    Google Scholar 

  18. Kumar, J.: Design, User Experience, and Usability: Health, Learning, Playing, Cultural, and Cross-Cultural User Experience. LNCS, vol. 8013, pp. 528–537. Springer, Heidelberg (2013)

    Book  Google Scholar 

  19. Mitchell, A., et al.: The Explosion in Mobile Audiences and a Close Look at What It Means for News, Future of Mobile News. Journalism.org (2012). http://www.journalism.org/2012/10/01/future-mobile-news/. Accessed 1 Oct 2012

  20. Newman, N., Levy., D.A.L., Nielsen, R.K.: Reuters Institute Digital News Report 2015 (2015). http://dx.doi.org/10.2139/ssrn.2619576. Accessed June 2015

  21. Nicholson, S.: Two paths to motivation through game design elements: reward-based gamification and meaningful gamification. In: Proceedings of iConference 2013, pp. 671–672 (2013)

    Google Scholar 

  22. Nicholson, S.: A user-centred theoretical framework for meaningful gamification. In: Proceedings of GLS 8.0, pp. 223–230. ETC Press (2012)

    Google Scholar 

  23. Richter, G., Raban, D.R., Rafaeli, S.: Studying gamification: the effect of rewards and incentives on motivation. In: Reiners, T., Wood, L.C. (eds.) Gamification in Education and Business, pp. 21–46. Springer, Heidelberg (2015)

    Google Scholar 

  24. Ryan, R.M., Deci, E.L.: Intrinsic and extrinsic motivations: classic definitions and new directions. Contemp. Educ. Psychol. 25(1), 54–67 (2000)

    Article  Google Scholar 

  25. Ryan, R.M., Deci, E.L.: Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. Am. Psychol. 55(1), 68–78 (2000)

    Article  Google Scholar 

  26. Ryan, R.M., Rigby, C.S., Przybylski, A.: The motivational pull of video games: a self determination theory approach. Motiv. Emot. 30(4), 347–363 (2006)

    Article  Google Scholar 

  27. O’Brien, H., Toms, E.: What is user engagement? A conceptual framework for defining user engagement with technology. J. Am. Soc. Inform. Sci. Technol. 59(6), 938–955 (2008)

    Article  Google Scholar 

  28. Thom, J., Millen, D., DiMicco, J.: Removing gamification from an enterprise SNS. In: Proceedings of CSCW 2012. ACM Press, New York (2012)

    Google Scholar 

  29. Veglis, A.: From Cross Media to Transmedia Reporting in Newspaper Articles (2012)

    Google Scholar 

  30. Venkatesh, V.: Determinants of perceived ease of use: integrating control, intrinsic motivation, and emotion into the technology acceptance model. Inf. Syst. Res. 11(4), 342–365 (2000)

    Article  Google Scholar 

  31. Werbach, K.: (Re)Defining gamification: a process approach. Persuasive 2014, 266–272 (2014)

    Article  Google Scholar 

  32. Zichermann, G., Cunningham, C.: Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps. O’Reilly Media, Sebastopol (2011)

    Google Scholar 

  33. In Changing News Landscape, Even Television is Vulnerable, Trends in News Consumption: 1991–2012, Pew Research Center for the People & the Press. http://www.pewresearch.org/fact-tank/2013/10/04/pew-surveys-of-audience-habits-suggest-perilous-future-for-news/. Accessed 17 July 2015

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Catherine Sotirakou .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2016 Springer International Publishing Switzerland

About this paper

Cite this paper

Sotirakou, C., Mourlas, C. (2016). A Gamified News Application for Mobile Devices: An Approach that Turns Digital News Readers into Players of a Social Network. In: De Gloria, A., Veltkamp, R. (eds) Games and Learning Alliance. GALA 2015. Lecture Notes in Computer Science(), vol 9599. Springer, Cham. https://doi.org/10.1007/978-3-319-40216-1_53

Download citation

  • DOI: https://doi.org/10.1007/978-3-319-40216-1_53

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-40215-4

  • Online ISBN: 978-3-319-40216-1

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics