Gamification and Scrabble
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.
KeywordsGame 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).
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