| Vol-1857 urn:nbn:de:0074-1857-8 Copyright © 2017 for the individual papers by the papers' authors. Copying permitted for private and academic purposes. This volume is published and copyrighted by its editors.

# GamiFIN 2017
GamiFIN Conference

### Proceedings of the 1st International GamiFIN Conference

### Pori, Finland, May 9-10, 2017.

Edited by

### Pauliina Tuomi *
Arttu Perttula *

* Tampere University of Technology, TUT Game Lab, Finland

## Table of Contents

- Preface

### Session 1: Contemporary Research on Gamification

- Serious Games Education for Working Life Needs – a Pilot Study 1-7
  Heli Tolonen, Teija Ravelin, Teija Lehto, Pauliina Tuomi, Sari Merilampi, Andrew Sirkka
- Green Cross: Collecting Injury Data at Schools 8-14
  Brita Somerkoski
- Gamification of Digital Gaming – Video Game Competitions and High Score Tables as Prehistory of E-Sports in Finland in the 1980s and Early 1990s 15-21
  Petri Saarikoski, Jaakko Suominen, Markku Reunanen

### Session 2: Gamification of Education

- Designing a Gamified Theory-Driven System Model for Postgraduate Research Students to Encouraging Progression and Connectedness 22-31
  Md Sanaul Haque, Daire O’Broin, Joseph Kehoe
- Gamification to Empower Information Security Education 32-38
  Alessandra Antonaci, Roland Klemke, Christian M. Stracke, Marcus Specht, Mario Spatafora, Kamelia Stefanova
- Evaluating Playing Experience and Adoption of a Math Learning Game 39-46
  Antero Lindstedt, Kristian Kiili
- Online Versus Offline Perspectives on Gamified Learning 47-52
  Damien Mac Namara, Lisa Murphy

### Session 3: Cultural Approach on Gamification

- From Gamification to Funification of Exercise: Case Zombie Run Pori 2015 53-59
  Usva Friman, Riikka Turtiainen
- The Gamification of Heritage in the Unesco Enlisted Medieval Town of Rhodes 60-70
  Dorothea Papathanasiou-Zuhrt, Daniel-Fernando Weiss-Ibanez, Aldo Di Russo
- The Sigrid-Secrets Geocaching Trail: Influencing Well-Being Through a Gamified Art Experience 71-80
  Pirita Ihamäki, Katriina Heljakka
- Life in Finland – Gamifying Integration Material Through an Interactive Novel 81-86
  Hanna Ahtosalo, Toni Heinonen, Elviira Pulli, Gwénaël Mauffrey, Tapani Liukkonen

### Session 4: Gamification & Design

- Usability Benefits in Gamification 87-95
  Mikko Rajanen, Dorina Rajanen
- The Dark Side of Gamification: How We Should Stop Worrying and Study also the Negative Impacts of Bringing Game Design Elements to Everywhere 96-104
  Sami Hyrynsalmi, Jouni Smed, Kai Kimppa
- Play as a Modelling System – a Semiotic Analysis of the Overreaching Prestige of Games 105-110
  Mattia Thibault

### Session 5: Motivational & Behavioral Factors of Gamification

- Linking Digital Game-Playing Motivations to Food Consumption 111-119
  Harri T. Luomala, Jenniina Sihvonen, Henna Syrjälä, Tuomas Mäkilä, Kaisa Könnölä, Tapani Liukkonen, Saara Lunden, Mari Sandell
- Gamification: Influencing Value-Perception of Target Behaviours 120-128
  Ryan Rui Yang Tan, Vivian Hsueh Hua Chen
- Waste No More: Gamification for Energy Efficient Behaviour at the Workplace 129-134
  Stavros Lounis, Dimosthenis Kotsopoulos, Cleopatra Bardaki, Thanasis Papaioannou, Katerina Pramatari

### Session 6: Health & Gamification

- Acceptability of and Demand for a Tobacco-Related Health Game Application in Early Adolescents with Different Gender, Age and Gaming Habits 135-140
  Heidi Parisod, Anni Pakarinen, Anna Axelin, Eliisa Löyttyniemi, Jouni Smed, Sanna Salanterä
- Usability of a Gamified Application to Promote Family Wellbeing in Child Health Clinics 141-149
  Anni Pakarinen, Heidi Parisod, Iiro Linden, Minna Aromaa, Jouni Smed, Ville Leppänen, Sanna Salanterä
- Possible Benefits of Gamification for Improving Surgical Patients’ Quality of Care 150-156
  Jaana-Maija Koivisto, Jari Multisilta, Elina Haavisto

2017-06-13: submitted by Arttu Perttula, metadata incl. bibliographic data published under Creative Commons CC0
2017-06-14: published on CEUR-WS.org |valid HTML5|