On November 18, 2020, the Co-creation session 2 of the project Housing +> Bridging the gap in housing studies took place.
One of the objectives of Housing+ project is to improve the performance and knowledge of Housing Studies students through the use of gamification and, more specifically, through a gamified mobile application.
During this session, the use of the Gamification Model Canvas (GMC) as a framework for the analysis of data from end users, for their player profiling, detection of motivating elements and connection between dynamics and behaviors to be stimulated in said profiles was explained. The purpose of this gamification project is to help students to improve their knowledge in housing studies.
As explained in the video that serves as the header of this article, the GMC is a method of analysis and design of gamification projects based on co-design or participatory design among a focus group that represents the ecosystem of end users.
Through the GMC, which acts as a board game, a series of activities take place during a workshop that meet: the analysis of the Revenues to be obtained, the Behaviors to be developed in the users and their types, the Player Profiling of the participants and their Simplicities or blocks to change their behavior, the Dynamics to be generated and the Components of the gamification Mechanics to generate said Dynamics and, therefore, said Behaviors.
After the workshop delivery and after having collected all the information, two types of documents are carried out. The first is the GEAR (Gamification Engagement Architecture Report), which condense all the information collected using some visual aids. Afterwards, the GDD (Gamification Design Document) will be created, where we will find the complete design of the experience to be produced and executed.
- Gamification Model Canvas Evolution Part 1
- Gamification Model Canvas Evolution Part 2
- UNMAS Sweeper Project
- VanGoYourself Project (Video)
- VanGoYourself Project (About Us)
- Samsung S.Drive Project (Video)