Proceedings of Summer Conference, Digital Game Research Association JAPAN
Online ISSN : 2758-4801
2023 Summer Conference
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Gamification and Serious Game (session9)
Exploring the Social Implementation of Gamification for Addressing Social Issues
- A Case Study of Poker Rally on Smartphones -
*Hideki KANO*Yoshiro AZUMA*Sakura ARAKI
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CONFERENCE PROCEEDINGS OPEN ACCESS

Pages 150-153

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Abstract
Educational gamification has become increasingly popular in recent years. Its goal is to change people's thinking and behavior in a variety of areas, including health, work, and media. On the other hand, gamification to actually promote behavioral change in response to social issues (hereafter referred to as " gamification for addressing social issues ") also exists but is said to be under-researched. The aim of this study is to identify the requirements for implementing for social implementation of gamification for addressing social issues. Through the development and experimentation of "Poker Rally on Smartphones," it was discovered that it is not necessary to create a game from scratch, as utilizing existing game rules alone can still lead to expected behavioral changes.
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© 2023 Digital Research Association JAPAN
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