| Vol-2186 urn:nbn:de:0074-2186-5 Copyright © 2018 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 2018
GamiFIN Conference 2018

### Proceedings of the 2nd International GamiFIN Conference

### Pori, Finland, May 21-23, 2018.

Edited by

### Jonna Koivisto *
Juho Hamari *, **

* Gamification Group, Tampere University of Technology, Finland
** Gamification Group, University of Turku, Finland

## Table of Contents

- Preface

### Session 1: Gamification in education

- F-LauReLxp: A gameful learning experience in forecasting 1-10
  Nikoletta Zampeta Legaki, Vassilis Assimakopoulos
- Gamification of education and learning: A review of empirical literature 11-19
  Jenni Majuri, Jonna Koivisto, Juho Hamari
- Exploring characteristics of students’ emotions, flow and motivation in a math game competition 20-29
  Kristian Kiili, Antero Lindstedt, Manuel Ninaus
- Enter Hogwarts: Lessons on how to gamify education from the wizarding world of Harry Potter 30-39
  Lobna Hassan, J. Tuomas Harviainen, Juho Hamari

### Session 2: Organizational gamification and gamification of work

- The influence of gamified workshops on students’ knowledge retention 40-47
  Lisa-Maria Putz, Manuel Schmidt-Kraepelin, Horst Treiblmaier, Ali Sunyaev
- Antecedents and outcomes of middle managers’ adoption of gamification as a strategic alignment tool 48-54
  Hélder Ferreira, Catarina Roseira
- Gamifying facility service jobs - using personnel attitudes and perceptions for designing gamification 55-64
  Kati Fager, Pauliina Tuomi, Jari Multisilta
- Prisoner's dilemma as a workshop tool? 65-74
  Mikael Johnsson

### Session 3: Gamification in business and marketing

- Gamified services: How gameful experiences drive customer commitment 75-82
  Tobias Wolf, Welf Weiger, Maik Hammerschmidt
- A game of skill?: Miscognitions and problematic behaviour in video game players who gamble 83-91
  Joseph Macey, Juho Hamari
- Economic decision-making in free-to-play games: A laboratory experiment to study the effects of currency conversion 92-99
  Mikko Salminen, Simo Järvelä, Niklas Ravaja
- Touch or shake? The interaction effect between hand gesture and reward setting on the enjoyment of gamified marketing 100-107
  Wanyu Xi, Min Jin, Han Gong, Quansheng Wang

### Session 4: eSports and streaming

- Likes and views: Investigating internet video content creators perceptions of popularity 108-114
  Maria Törhönen, Max Sjöblom, Juho Hamari
- “Two Queens and a Pwn, Please.” An ethics for purchase, loot, and advantage design in esports 115-122
  Veli-Matti Karhulahti, Kai Kimppa
- French esports institutionalization 123-130
  Samuel Vansyngel, Arthur Velpry, Nicolas Besombes
- The gamification of gaming streams 131-140
  Miia Siutila

### Session 5: Methods and practices of designing gamification

- First-hand experience of why gamification projects fail and what could be done about it 141-150
  Lobna Hassan, Benedikt Morschheuser, Nader Alexan, Juho Hamari
- A method to support gamification design practice with motivation analysis and goal modeling 151-158
  Xiaozhou Li
- Heuristic evaluation in game and gamification development 159-168
  Mikko Rajanen, Dorina Rajanen
- Gamifying a project plan - Case: The Project Game 169-178
  Jaakko Kemppainen, Anne Pousi

2018-08-29: submitted by Jonna Koivisto, metadata incl. bibliographic data published under Creative Commons CC0
2018-08-29: published on CEUR-WS.org |valid HTML5|