Papers by Nicholas 'Donnell

Gamification of Government Digital Transactions
Extended Abstracts Publication of the Annual Symposium on Computer-Human Interaction in Play
While we know that gamification works in some contexts to increase motivation, engagement and enj... more While we know that gamification works in some contexts to increase motivation, engagement and enjoyment [14] we don't know if it works in the context of online forms acting as an interface for government digital transactions. In particular, we don't know which form elements lend themselves to gamification; and we don't know how gamification might change the objective measures associated with these kinds of transactions, including: improved user experiences, increases in the uptake of online self-service channels and digital transactions, increases in successfully submitted digital transactions, and decreases in abandoned digital transactions. My research will present recommendations for future use in the design, development, implementation and evaluation of gamified government digital transactions.

Proceedings of the ACM on Human-Computer Interaction
The esports market has been growing exponentially has been growing exponentially with much intere... more The esports market has been growing exponentially has been growing exponentially with much interest from industry and academia. Perhaps because of this growth, there is a lack of agreement on what esports actually encompasses. We conducted a systematic review of 461 peer reviewed, full papers that provide a definition of esports. Findings highlighted the growth of the esports field across different domains, and increasing global interest in esports, but a lack of consensus regarding definition of the term. Through thematic analysis we identified nine dimensions across esports definitions. We critically assess these dimensions in terms of their representativeness and utility in describing the multifaceted nature of esports. Our work may help create a shared understanding of what esports is- and is not-capturing a diversity of experiences within organized competitive gaming and supporting continued research growth in this increasingly important domain.
Water wars [Dramaturg]
'Water Wars' is one of three new performance works that were a component of Kathryn Kelly... more 'Water Wars' is one of three new performance works that were a component of Kathryn Kelly's PhD by Performance at the University of Queensland: 'Pedagogy of Dramaturgy: A Practice Framework to train Dramaturgs." Kathryn Kelly was engaged as a dramaturg on each performance work, and each is the basis of case study material used in the training program developed as part of the PhD.

Plan Your Brisbane
Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, 2018
In this paper, I introduce Plan Your Brisbane, a web-based, mobile-responsive game produced by Br... more In this paper, I introduce Plan Your Brisbane, a web-based, mobile-responsive game produced by Brisbane City Council. The game was developed as a platform for civic engagement with Brisbane residents to seek feedback and build consensus around a charter of principles to help guide future city planning decisions and the need to accommodate an estimated additional 386,000 residents by 2041. Plan Your Brisbane was available online between 18 February and 16 April 2018 and attracted 100,869 players. The game was particularly successful in engaging residents in the usually difficult to reach 18--24 and 25--34 age demographics. Plan Your Brisbane contributes to the game design community by demonstrating that games can facilitate civic engagement across all age demographics, even on complex issues such as city planning. This paper introduces the design process and design rationales of the game and shares some of the results.

Extended Abstracts Publication of the Annual Symposium on Computer-Human Interaction in Play, 2017
Gamification has been repeatedly framed as an emerging multidisciplinary research field. However,... more Gamification has been repeatedly framed as an emerging multidisciplinary research field. However, it is unclear how multidisciplinary the field actually is. To answer this question, this paper presents initial results of a broader scoping review of gamification research published between 2010 and 2016. Close to 2,000 peer-reviewed English-language journal and conference papers were identified across 11 databases and categorized by discipline. Results indicate an explosive growth of literature peaking in 2015. Early on, Information and Computing Science dominated the field, to be overtaken by the sum of other disciplines in 2013, education, economics and tourism in specific. This indicates that gamification was initially a field within computer science and HCI and has only recently become truly multidisciplinary .
Proc. of CHI PLAY 2017 Extended Abstracts, 2017
Gamification has been repeatedly framed as an emerging multidisciplinary research field. However,... more Gamification has been repeatedly framed as an emerging multidisciplinary research field. However, it is unclear how multidisciplinary the field actually is. To answer this question, this paper presents initial results of a broader scoping review of gamification research published between 2010 and 2016. Close to 2,000 peer-reviewed English-language journal and conference papers were identified across 11 databases and categorized by discipline. Results indicate an explosive growth of literature peaking in 2015. Early on, Information and Computing Science dominated the field, to be overtaken by the sum of other disciplines in 2013, education, economics and tourism in specific. This indicates that gamification was initially a field within computer science and HCI and has only recently become truly multidisciplinary .
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Papers by Nicholas 'Donnell