Abstract
Mobile serious games (MSGs) or gamified apps are kind of user-centered applications where fun and serious aspects are combined in order to enhance users’ experiences. Typically, apps are developed to target a specific purpose for also a specific audience. However, in real settings, a given app could have different users with different characteristics, preferences, contexts, and goals related to gamification. Besides, context awareness is the capacity of a system to take into account the user’s context and adapt its behavior accordingly to that context. This chapter proposes a generic framework that helps developers to build context-aware MSG or gamified apps. This framework relies on a unified representation of gamification expertise and context by making use of ontologies and micro-services. As a proof of concept, the framework is used to design a context-aware gamified app prototype for promoting campus facilities.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
References
Abbes, S.B., Scheuermann, A., Meilender, T., d’Aquin, M.: Characterizing modular ontologies. In: 7th International conference on formal ontologies in information systems-FOIS 2012, pp. 13–25 (2012, July)
Alamri, A., Hossain, A.M., Hassan, M.M., Hossain, S.M., Alnuem, M., Ahmed, T.D.: A cloud-based pervasive serious game framework to support obesity treatment. Comput. Sci. Info. Syst. 10(3), 1229–1246 (2013)
Arnab, S., Lim, T., Carvalho, M.B., Bellotti, F., Freitas, S., Louchart, S., Suttie, N., Berta, R., De Gloria, A.: Mapping learning and game mechanics for serious games analysis. Br. J. Educ. Technol. 46(2), 391–411 (2015)
Ašeriškis, D., Damaševičius, R.: Gamification patterns for gamification applications. Procedia Comput. Sci. 39, 83–90 (2014)
Asuncion, H., Socha, D., Sung, K., Berfield, S., Gregory, W.: Serious game development as an iterative user-centered agile software project. In: Proceedings of the 1st International workshop on games and software engineering, pp. 44–47. ACM (2011)
Challco, G.C., Andrade, F.R., de Oliveira, T.M., Mizoguchi, R., Isotani, S.: An Ontological Model to Apply Gamification as Persuasive Technology in Collaborative Learning Scenarios. Anais do XXVI Simpósio Brasileiro de Informática na Educação (SBIE 2015) (2015). doi:http://dx.doi.org/10.5753/cbie.sbie.2015.499
Challco, G.C., Moreira, D.A., Mizoguchi, R., Isotani, S.: An ontology engineering approach to gamify collaborative learning scenarios. In: Collaboration and Technology, pp. 185–198. Springer International Publishing, Heidelberg (2014)
Černezel, A., Heričko, M.: A user-centric approach for developing mobile applications. In: 7th International Conference on Knowledge Management in Organizations: Service and Cloud Computing. pp. 455–465, Springer, Berlin/Heidelberg (2013)
De Castro Alves, A.: OSGi in Depth. Manning Publications Co., Shelter Island (2011)
Deterding, S., Dixon, D., Khaled, R., Nacke, L.: From game design elements to gamefulness: defining gamification. In: Proceedings of the 15th international academic MindTrek conference: Envisioning future media environments, pp. 9–15. ACM (2011, September)
Dey, A.K. Abowd, G.D.: Towards a better understanding of context and context-awareness. In: CHI 2000 Workshop on the What, Who, Where, When, and How of Context-Awareness (2000)
Domínguez, A., Saenz-de-Navarrete, J., De-Marcos, L., Fernández-Sanz, L., Pagés, C., Martínez-Herráiz, J.J.: Gamifying learning experiences: practical implications and outcomes. Comput. Educ. 63, 380–392 (2013)
Edoh-Alove, E., Hubert, F., Badard, T.: A web service for managing spatial context dedicated to serious games on and for smartphones. J. Geogr. Info. Syst. 5(2), 148 (2013)
Familiar, B.: Microservice architecture. In: Microservices, IoT, and Azure, pp. 21–31. Apress, Berkeley (2015)
Fensel, D., Bussler, C.: The web service modeling framework WSMF. Electron. Commer. Res. Appl. 1(2), 113–137 (2002)
Fielding, R.T.: Architectural styles and the design of network-based software architectures. Doctoral dissertation, University of California, Irvine (2000)
Genesereth, M.R., Nilsson, N.J.: Logical foundations of artificial intelligence. Morgan Kaufmann, 58 (1987)
Grüninger, M., Fox, M.S.: Methodology for the Design and Evaluation of Ontologies.In: Workshop on basic ontological issues in knowledge sharing (1995)
Hall, R., Pauls, K., McCulloch, S., Savage, D.: OSGi in Action: Creating Modular Applications in Java. Manning Publications Co., Greenwich (2011)
Hamari, J., Eranti, V.: Framework for designing and evaluating game achievements. DiGRA Proc. 2011: Think Design Play. 115(115), 122–134 (2011)
Hardy, S., El Saddik, A., Göbel, S., Steinmetz, R.: Context aware serious games framework for sport and health. In: Medical Measurements and Applications Proceedings (MeMeA). IEEE International Workshop. pp. 248–252, IEEE (2011, May)
Herzig, P., Ameling, M., Schill, A.: A generic platform for enterprise gamification. In: Software architecture (WICSA) and European Conference on Software Architecture (ECSA). Joint Working IEEE/IFIP Conference. pp. 219–223, IEEE (2012, August)
Hunicke, R., LeBlanc, M., Zubek, R.: MDA: A formal approach to game design and game research. In: Proceedings of the AAAI workshop on challenges in game AI, vol. 4, p. 1 (2004, July)
Khemaja, M., Buendía, F.: An ontology-driven approach to model & support mobility and GeoLocation based campus interactions. In: Proceedings of the XVI International Conference on Human Computer Interaction. p. 9, ACM (2015, September).
Laskey, K., Estefan, J.A., McCabe, F.G., Thornton, D.: Reference architecture foundation for service oriented architecture version 1.0. Oasis, Committee Draft, 2 (2009)
Mowafi, Y., Zhang, D.: A user-centered approach to context-awareness in mobile computing. In: Mobile and Ubiquitous Systems: Networking & Services. MobiQuitous 2007. Fourth Annual International Conference. pp. 1–3, IEEE (2007)
Qamar, A., Rahman, M.A., Basalamah, S.: Adding inverse kinematics for providing live feedback in a serious game-based rehabilitation system. In: Intelligent Systems, Modelling and Simulation (ISMS), 2014 5th International Conference. pp. 215–220, IEEE (2014, January)
Reichle, R., Wagner, M., Khan, M.U., Geihs, K., Lorenzo, J., Valla, M., Fra, C., Paspallis, N., Papadopoulos, G.A.: A comprehensive context modeling framework for pervasive computing systems. In: Distributed Applications and Interoperable Systems, pp. 281–295. Springer, Berlin/Heidelberg (2008, June)
Schilit, B., Adams, N. Want, R. Context-aware computing applications. In: 1st International Workshop on Mobile Computing Systems and Applications. pp. 85–90 (1994)
Schilit, B., Theimer, M.: Disseminating active map information to mobile hosts. IEEE Netw. 8(5), 22–32 (1994)
Taamallah, A., Khemaja, M.: Designing and experiencing smart objects based learning scenarios: an approach combining IMS LD, XAPI and IoT. In: Proceedings of the Second International Conference on Technological Ecosystems for Enhancing Multiculturality. pp. 373–379, ACM, October 2014
Taamallah, A., Khemaja, M.: Providing pervasive learning experiences by combining internet of things and e-learning standards. Education. 16(4), 12 (2015)
Vermeulen, H., Gain, J., Marais, P., O’Donovan, S.: Reimagining gamification through the lens of Activity Theory. In: 49th Hawaii International Conference on System Sciences (HICSS), (2016). doi:10.1109/HICSS.2016.168
Van Rozen, R., Dormans, J.: Adapting game mechanics with micro-machinations. In: Foundations of Digital Games. Society for the Advancement of the Science of Digital Games. Dordrecht, Springer (2014, April)
Wieringa, R.J.: Design Science Methodology for Information Systems and Software Engineering. Springer, Heidelberg (2014)
Zichermann, G., Cunningham, C.: Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps. O′Reilly Media, Inc., Sebastopol (2011)
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2017 Springer International Publishing AG
About this chapter
Cite this chapter
Khemaja, M., Buendia, F. (2017). Building Context-Aware Gamified Apps by Using Ontologies as Unified Representation and Reasoning-Based Models. In: Ma, M., Oikonomou, A. (eds) Serious Games and Edutainment Applications . Springer, Cham. https://doi.org/10.1007/978-3-319-51645-5_29
Download citation
DOI: https://doi.org/10.1007/978-3-319-51645-5_29
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-319-51643-1
Online ISBN: 978-3-319-51645-5
eBook Packages: Computer ScienceComputer Science (R0)