About Gamification Patterns

MAGES NXT has an integrated gamification system to enhance your simulations and make them playful and engaging.

Why Gamification?

We need gamified simulations to truly learn-by-doing:

  • Experimentation or learning by doing.

  • Interactivity and immediate feedback.

  • Allow and naturalize the error.

  • Give control to the learner

  • “make things fun to learn” [Molina-Carmona et al 20]

Towards a general theory of design patterns for XR couple with uncanny valley of character visualization, animation, haptics, we implemented design patterns for situated visualization based on [Lee et al 23]

This work proposes:

  • 10 design patterns which describe and summarize common techniques for situated visualization in the literature.

  • An analysis of 6 design dimensions based on the patterns, revealing their underlying characteristics and organizational principles.

  • A set of 5 guidelines organized by the real-world constraints that must be considered by situated visualization designers.

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Gamification with MAGES NXT

However, the above patterns are not gamified. In MAGES NXT we decorated these patterns with Mechanics, Dynamics, or Components within our Scenegraph.

Just as a good game, such an XR system must feature elements that work in three spheres.

  • The first one is dynamics, i.e. the perception and experience of the game, it includes elements such as a plot, narrative style, range, target and goals.

  • The second sphere is mechanics, i.e. a set of rules, the engine of the entire system which pushes the game’s action forward.

  • The last sphere includes elements intended for rewarding the players, i.e. well-known rankings, points, levels, medals, avatars and virtual goods.

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Based on the mentioned work, we implemented gamified patterns suitable for XR aplications. They are attached to Actions and enhance their overall performance by assisting the user in their completion (for more information you can check out the Gamification Panel in the manual.

Each Gamifiction Pattern has a different implementation based on the Action Pattern it is invoked from. For example, the Ghost Pattern for the Use Action makes the interactable object flashing whereas in an Insert Action, the Ghost Pattern projects a hologaphic object showing the final position of the insertion.

Our easy to use Gamification editor proposes a no-code approach to enhance your simulations with the proposed Gamification Patterns.

Note

When you create a new Action, some Gamification Patterns are implemented automatically on it according to the type of Action that was just created.

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