Gamification and Scrabble

  • Suwanviwatana Kananat
  • Jean-Christophe Terrillon
  • Hiroyuki IidaEmail author
Conference paper
Part of the Lecture Notes in Computer Science book series (LNCS, volume 10056)


This paper explores Scrabble, scoring boardgames from the perspective of gamification. We propose the swing model, a new measurement based on game refinement theory for an assessment. The result indicates that Scrabble displays a stronger aspect of an entertaining game, compared to that of an educational game. Moreover, the present analysis reveals that increasing vowel tiles would be more appropriate for beginners. Our goal is to generalize game modification to influence a game’s usefulness in an educational way.


Game refinement theory Swing model Scrabble 



The authors wish to thank the anonymous referees for their constructive comments that helped to improve the article considerably. This research is funded by a grant from the Japan Society for the Promotion of Science, within the framework of the Grant-in-Aid for Challenging Exploratory Research (grant number 26540189).


  1. 1.
    Iida, H., Takahara, K., Nagashima, J., Kajihara, Y., Hashimoto, T.: An application of game-refinement theory to Mah Jong. In: Rauterberg, M. (ed.) ICEC 2004. LNCS, vol. 3166, pp. 333–338. Springer, Heidelberg (2004). doi: 10.1007/978-3-540-28643-1_41 CrossRefGoogle Scholar
  2. 2.
    Sutiono, A.P., Purwarianti, A., Iida, H.: A mathematical model of game refinement. In: Reidsma, D., Choi, I., Bargar, R. (eds.) INTETAIN 2014. LNICSSITE, vol. 136, pp. 148–151. Springer, Heidelberg (2014). doi: 10.1007/978-3-319-08189-2_22 Google Scholar
  3. 3.
    Nathan, N., Iida, H.: Game refinement theory and its application to score limit games. In: 2014 IEEE Games Media Entertainment (GEM) (2014)Google Scholar
  4. 4.
    Ramadhan, A., Maulidevi, N.U., Iida, H.: Game refinement theory and multiplayer games: case study using UNO. In: The Seventh International Conference on Information, Process, and Knowledge Management, pp. 119–125 (2015)Google Scholar
  5. 5.
    Xiong, S., Zuo, L., Chiewvanichakorn, R., Iida, H.: Quantifying engagement of various games. In: The 19th Game Programming Workshop 2014, pp. 101–106 (2014)Google Scholar
  6. 6.
    Vecer, J., Ichiba, T., Laudanovic, M.: On probabilistic excitement of sports games. J. Quant. Anal. Sports 3(3), 1–23 (2007)MathSciNetGoogle Scholar
  7. 7.
    Sheppard, B.: World-championship-caliber Scrabble. Artif. Intell. 134, 241–275 (2002)CrossRefzbMATHGoogle Scholar
  8. 8.
    Marsha, L.M.: Frequency Analysis in Light of Language Innovation. Math UCSD (2005).
  9. 9.
    Cisic, D., Tijan, E., Kurek, A.: Mobile game based learning-Taxonomy and student experience. In: 2007 29th International Conference on Information Technology Interfaces. IEEE (2007)Google Scholar
  10. 10.
    Bernhaupt, R., Eckschlager, M., Tscheligi, M.: Methods for evaluating games: how to measure usability and user experience in games? In: Proceedings of the International Conference on Advances in Computer Entertainment Technology. ACM (2007)Google Scholar
  11. 11.
    Scrabble - Wikipedia, the free encyclopedia.
  12. 12. - SCRABBLE tournaments, statistics, and community.
  13. 13.
  14. 14.

Copyright information

© Springer International Publishing AG 2016

Authors and Affiliations

  • Suwanviwatana Kananat
    • 1
  • Jean-Christophe Terrillon
    • 2
  • Hiroyuki Iida
    • 1
    Email author
  1. 1.School of Information ScienceJAISTNomiJapan
  2. 2.Institute of General EducationJAISTNomiJapan

Personalised recommendations