Application of the Octalysis Framework to Gamification Designs for the Elderly
Carolin Gellner
Ilona Buchem
Jana Müller
erschienen in:
15th European Conference on Games Based Learning (ECGBL 2021)
Many publications have been devoted to gamification in recent years, but most studies have focused on younger populations in educational contexts. The elderly have been neglected in research, and most of the few studies with senior users have been conducted in the health context, e. g., to increase physical activity. However, only a few studies with senior users addressed gamification in the educational context. Gamified systems hold the potential for offering a wide range of new leisure activities for senior users that can improve their quality of life. Therefore, this publication, which is part of the ePA-Coach project, addresses the motivation of senior learners in an e-learning context. The ePA-Coach project aims to develop a digital learning environment for the elderly to improve their digital literacy in the context of the German electronic health record. Previous research recommended the need for age-specific considerations of gamification because of the deficits in older peoples’ cognitive and physical abilities. Also, studies identified age-dependent differences regarding the persuasiveness of gamification. This paper presents an initial gamification approach for senior learners in e-learning, which we developed using an extensive literature review, the guidelines from the Octalysis framework, and data from a survey with experts from the project partner organisations. First, we describe the background of gamification and the Octalysis framework. Then we show senior users’ game and gamification preferences and provide a review of the persuasiveness and gamification for the elderly. Based on the literature review results, we summarise implications for gamification designs for older learners and the quantitative survey results. Next, we outline the base gamification model with eight senior friendly gamification techniques, including qualitative feedback and considerations for implementing an e-learning environment. The base gamification model described in this paper can be used by other researchers and designers. The paper ends with conclusions and next steps in research and development in the ePA-Coach project and general recommendations for further research.
Yousra Grad | 29.10.2022