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10.1145/2658537.2661322acmconferencesArticle/Chapter ViewAbstractPublication Pageschi-playConference Proceedingsconference-collections
abstract

Designing a gameful system to support the collection, curation, exploration, and sharing of sports memorabilia

Published: 19 October 2014 Publication History

Abstract

Collectors often attach memories and stories to the objects they collect. These stories can be lost over time, and particularly when the collections are digitized. In this paper, we present semi-structured interviews with collectors of hockey memorabilia to inform a set of design guidelines for creating games and playful interfaces that support collectors. Our interviews highlighted the importance of narrative, organization, and authenticity to collection, and identified the need to support emergent behaviour. Our work provides an example of gameful design principles that could motivate collectors to digitize and share their collections.

References

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Babbar, S., Behara, R., & White, E. Mapping product usability. International Journal of Operations & Production Management, 22(10), pp. 1071--1089, 2002.
[2]
Danet, B. & Katriel, T. No two alike: Play and aesthetics in collecting. In S. M. Pearce (Ed.), Interpreting objects and collections, (pp. 220--239), 1994.
[3]
Deterding, S., Dixon, D., Khaled, R., & Nacke, L. From game design elements to gamefulness: defining gamification. In Proc. MindTrek: Envisioning Future Media Environments (pp. 9--15), 2011.
[4]
McIntosh, W. D., & Schmeichel, B. Collectors and collecting: a social psychological perspective. Leisure Sciences, 2004,26(1), 85--97.
[5]
Squire, K. 2008. Open-ended video games: A model for developing learning for the interactive age. In The Ecology of Games: Connecting Youth, Games, and Learning, K. Salen (ed.), MIT Press, Cambridge, MA, 167--198

Cited By

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  • (2021)The Pandemic as a Catalyst for Reimagining the Foundations of Location-Based GamesProceedings of the ACM on Human-Computer Interaction10.1145/34747075:CHI PLAY(1-25)Online publication date: 6-Oct-2021
  • (2016)"The Collecting Itself Feels Good"Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play10.1145/2967934.2968088(276-290)Online publication date: 16-Oct-2016
  • (2016)FantiblesProceedings of the 2016 ACM Conference on Designing Interactive Systems10.1145/2901790.2901886(883-894)Online publication date: 4-Jun-2016

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  1. Designing a gameful system to support the collection, curation, exploration, and sharing of sports memorabilia

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    cover image ACM Conferences
    CHI PLAY '14: Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play
    October 2014
    492 pages
    ISBN:9781450330145
    DOI:10.1145/2658537
    Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 19 October 2014

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    Author Tags

    1. collectors
    2. gameful design
    3. gamification
    4. hockey

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    CHI PLAY '14 Paper Acceptance Rate 30 of 104 submissions, 29%;
    Overall Acceptance Rate 421 of 1,386 submissions, 30%

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    View all
    • (2021)The Pandemic as a Catalyst for Reimagining the Foundations of Location-Based GamesProceedings of the ACM on Human-Computer Interaction10.1145/34747075:CHI PLAY(1-25)Online publication date: 6-Oct-2021
    • (2016)"The Collecting Itself Feels Good"Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play10.1145/2967934.2968088(276-290)Online publication date: 16-Oct-2016
    • (2016)FantiblesProceedings of the 2016 ACM Conference on Designing Interactive Systems10.1145/2901790.2901886(883-894)Online publication date: 4-Jun-2016

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