Skip to main content

2020 | OriginalPaper | Buchkapitel

Gamification as a Tool for Supporting Artificial Intelligence Development – State of Art

verfasst von : Zornitsa Yordanova

Erschienen in: Applied Technologies

Verlag: Springer International Publishing

Aktivieren Sie unsere intelligente Suche, um passende Fachinhalte oder Patente zu finden.

search-config
loading …

Abstract

Intelligence refers to the ability to learn and apply knowledge in new situations. Games have proven their capacity to support the process of learning as well as the ability of humans to apply knowledge in new and unknown situations. Artificial intelligence from the other hand definitely struggles to truly and fully emulate neurological functions and human intelligence. Following this logical equitation, gamification would probably may be in use for artificial intelligence development. This paper aims at examining if the concept of gamification would be a possible tool to support and boost artificial intelligence on its way of development. Reviewing the gamification literature, taking a deeper look at gamification in ICT, and examining contemporary artificial intelligence (AI) and gamification studies as concepts with some possible cross points, the paper exploits the idea of gamification as a pivotal tool to address some of the recent challenges of AI from a business perspective. The methodology in the research stepped on some already identified key challenges for AI development in the recent literature and results in a discussion of how gamification may support AI in its way to transform industries and humanity. The results of the discussion can be seen as starting points for future hypotheses and knowledge gaps for further study.

Sie haben noch keine Lizenz? Dann Informieren Sie sich jetzt über unsere Produkte:

Springer Professional "Wirtschaft+Technik"

Online-Abonnement

Mit Springer Professional "Wirtschaft+Technik" erhalten Sie Zugriff auf:

  • über 102.000 Bücher
  • über 537 Zeitschriften

aus folgenden Fachgebieten:

  • Automobil + Motoren
  • Bauwesen + Immobilien
  • Business IT + Informatik
  • Elektrotechnik + Elektronik
  • Energie + Nachhaltigkeit
  • Finance + Banking
  • Management + Führung
  • Marketing + Vertrieb
  • Maschinenbau + Werkstoffe
  • Versicherung + Risiko

Jetzt Wissensvorsprung sichern!

Springer Professional "Technik"

Online-Abonnement

Mit Springer Professional "Technik" erhalten Sie Zugriff auf:

  • über 67.000 Bücher
  • über 390 Zeitschriften

aus folgenden Fachgebieten:

  • Automobil + Motoren
  • Bauwesen + Immobilien
  • Business IT + Informatik
  • Elektrotechnik + Elektronik
  • Energie + Nachhaltigkeit
  • Maschinenbau + Werkstoffe




 

Jetzt Wissensvorsprung sichern!

Springer Professional "Wirtschaft"

Online-Abonnement

Mit Springer Professional "Wirtschaft" erhalten Sie Zugriff auf:

  • über 67.000 Bücher
  • über 340 Zeitschriften

aus folgenden Fachgebieten:

  • Bauwesen + Immobilien
  • Business IT + Informatik
  • Finance + Banking
  • Management + Führung
  • Marketing + Vertrieb
  • Versicherung + Risiko




Jetzt Wissensvorsprung sichern!

Literatur
1.
Zurück zum Zitat Shukla, S., Jaiswal, V.: Applicability of artificial intelligence in different fields of life. Int. J. Sci. Eng. Res. (IJSER) 1(1), 28–35 (2013) Shukla, S., Jaiswal, V.: Applicability of artificial intelligence in different fields of life. Int. J. Sci. Eng. Res. (IJSER) 1(1), 28–35 (2013)
5.
Zurück zum Zitat Rice, J.: The gamification of learning and instruction: game-based methods and strategies for training and education. Int. J. Gaming Comput.-Mediated Simul. (IJGCMS) 4(4), 302 (2012) Rice, J.: The gamification of learning and instruction: game-based methods and strategies for training and education. Int. J. Gaming Comput.-Mediated Simul. (IJGCMS) 4(4), 302 (2012)
6.
Zurück zum Zitat Tsihrintzis, G.A., Virvou, M., Watanabe, T.: Intelligent interactive multimedia systems and services. In: Proceedings of the 6th International Conference on Intelligent Interactive Multimedia Systems and Services (IIMSS2013), p. 41. IOS Press, Amsterdam (2003) Tsihrintzis, G.A., Virvou, M., Watanabe, T.: Intelligent interactive multimedia systems and services. In: Proceedings of the 6th International Conference on Intelligent Interactive Multimedia Systems and Services (IIMSS2013), p. 41. IOS Press, Amsterdam (2003)
7.
Zurück zum Zitat Huizinga, J.: Homo Ludens: A Study of the Play Element in Culture. Routledge & Kegan Paul, London, Boston and Henley, Second edition, (first edition published in German in Switzerland in I944) (1949) Huizinga, J.: Homo Ludens: A Study of the Play Element in Culture. Routledge & Kegan Paul, London, Boston and Henley, Second edition, (first edition published in German in Switzerland in I944) (1949)
8.
Zurück zum Zitat Pelling, N.: The (short) prehistory of gamification. Funding Startups (& other impossibilities). Haettu (2011) Pelling, N.: The (short) prehistory of gamification. Funding Startups (& other impossibilities). Haettu (2011)
10.
Zurück zum Zitat Deterding, S., et al.: Gamification: toward a definition. In: CHI 2011, Vancouver, BC, Canada, 7–12 May 2011. ACM (2011). 978-1-4503-0268-5/11/05 Deterding, S., et al.: Gamification: toward a definition. In: CHI 2011, Vancouver, BC, Canada, 7–12 May 2011. ACM (2011). 978-1-4503-0268-5/11/05
11.
Zurück zum Zitat Lee, J., Hammer, J.: Gamification in education: what, how, why bother? Acad. Exch. Q. 122, 1–5 (2011) Lee, J., Hammer, J.: Gamification in education: what, how, why bother? Acad. Exch. Q. 122, 1–5 (2011)
12.
Zurück zum Zitat Kapp, K.M.: The gamification of learning and instruction: game-based methods and strategies for training and education. Pfeiffer, San Francisco (2012) Kapp, K.M.: The gamification of learning and instruction: game-based methods and strategies for training and education. Pfeiffer, San Francisco (2012)
13.
Zurück zum Zitat Kiryakova, G., et al.: Gamification in education. In: Conference: 9th International Balkan Education and Science Conference, Edirne, Turkey (2014) Kiryakova, G., et al.: Gamification in education. In: Conference: 9th International Balkan Education and Science Conference, Edirne, Turkey (2014)
14.
Zurück zum Zitat McGonigal, J.: Reality is Broken: Why Games Make us Better and How They can Change the World. The Penguin Press, London (2011) McGonigal, J.: Reality is Broken: Why Games Make us Better and How They can Change the World. The Penguin Press, London (2011)
15.
Zurück zum Zitat Shpakova, A., Dörfler, V., MacBryde, J.: Changing the game: a case for gamifying knowledge management. World J. Sci. Technol. Sustain. Dev. 14, 143–154 (2017)CrossRef Shpakova, A., Dörfler, V., MacBryde, J.: Changing the game: a case for gamifying knowledge management. World J. Sci. Technol. Sustain. Dev. 14, 143–154 (2017)CrossRef
16.
Zurück zum Zitat Deterding, S., et al.: Gamification: using game design elements in non-gaming contexts. In: CHI 2011, Vancouver, BC, Canada, 7–12 May 2011. ACM (2011). 978-1-4503-0268-5/11/05 Deterding, S., et al.: Gamification: using game design elements in non-gaming contexts. In: CHI 2011, Vancouver, BC, Canada, 7–12 May 2011. ACM (2011). 978-1-4503-0268-5/11/05
17.
Zurück zum Zitat Huotari, K., Hamari, J.: Defining gamification - a service marketing perspective. In: Proceedings of the 16th International Academic Mindtrek Conference, Tampere, Finland, 3–5 October 2012, pp. 17–22. ACM, New York (2012) Huotari, K., Hamari, J.: Defining gamification - a service marketing perspective. In: Proceedings of the 16th International Academic Mindtrek Conference, Tampere, Finland, 3–5 October 2012, pp. 17–22. ACM, New York (2012)
18.
Zurück zum Zitat Zichermann, G., Cunningham, C.: Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps. O’Reilly Media, Sebastopol (2011) Zichermann, G., Cunningham, C.: Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps. O’Reilly Media, Sebastopol (2011)
19.
Zurück zum Zitat Werbach, K., Hunter, D.: For the Win: How game thinking can revolutionize your business. Wharton Digital Press, Philadelphia (2012) Werbach, K., Hunter, D.: For the Win: How game thinking can revolutionize your business. Wharton Digital Press, Philadelphia (2012)
20.
Zurück zum Zitat Jakubowski, M.: Gamification in business and education - project of gamified course for university students. Dev. Bus. Simul. Exp. Learn. 41, 339–341 (2014) Jakubowski, M.: Gamification in business and education - project of gamified course for university students. Dev. Bus. Simul. Exp. Learn. 41, 339–341 (2014)
21.
Zurück zum Zitat Burke, B.: Gamify: How Gamification Motivates People to Do Extraordinary Things. Routledge, London (2014) Burke, B.: Gamify: How Gamification Motivates People to Do Extraordinary Things. Routledge, London (2014)
24.
Zurück zum Zitat Klabbers, J.H.: The Magic Circle: Principles of Gaming & Simulation. Sense Publishers, Rotterdam (2009)CrossRef Klabbers, J.H.: The Magic Circle: Principles of Gaming & Simulation. Sense Publishers, Rotterdam (2009)CrossRef
25.
Zurück zum Zitat Susi, T., Johannesson, M., Backlund, P.: Serious games – an overview. Elearning 73(10), 28 (2007) Susi, T., Johannesson, M., Backlund, P.: Serious games – an overview. Elearning 73(10), 28 (2007)
26.
Zurück zum Zitat Michael, D.R., Chen, S.L.: Serious games: games that educate, train, and inform. Education, vol. October 31, pp. 1–95 (2005) Michael, D.R., Chen, S.L.: Serious games: games that educate, train, and inform. Education, vol. October 31, pp. 1–95 (2005)
27.
Zurück zum Zitat Urh, M., et al.: The model for introduction of gamification into e-learning in higher education. Procedia Soc. Behav. Sci. 197, 388–397 (2015)CrossRef Urh, M., et al.: The model for introduction of gamification into e-learning in higher education. Procedia Soc. Behav. Sci. 197, 388–397 (2015)CrossRef
28.
Zurück zum Zitat Berengueres, J., Alsuwairi, F., Zaki, N., Ng, T.: Gamification of a recycle bin with emoticons. In: Proceedings of the 8th ACM/IEEE International Conference on Human-Robot Interaction, pp. 83–84. IEEE Press (2013) Berengueres, J., Alsuwairi, F., Zaki, N., Ng, T.: Gamification of a recycle bin with emoticons. In: Proceedings of the 8th ACM/IEEE International Conference on Human-Robot Interaction, pp. 83–84. IEEE Press (2013)
29.
Zurück zum Zitat Yordanova, Z.: Gamification application in different business software systems – state of art. In: Bhatia, S.K., Tiwari, S., Mishra, K.K., Trivedi, M.C. (eds.) Advances in Computer Communication and Computational Sciences - Proceedings of IC4S-2019. Springer, Cham (2020, in press) Yordanova, Z.: Gamification application in different business software systems – state of art. In: Bhatia, S.K., Tiwari, S., Mishra, K.K., Trivedi, M.C. (eds.) Advances in Computer Communication and Computational Sciences - Proceedings of IC4S-2019. Springer, Cham (2020, in press)
32.
Zurück zum Zitat Zhou, J., et al.: Toward new-generation intelligent manufacturing. Engineering 4(1), 11–20 (2018)CrossRef Zhou, J., et al.: Toward new-generation intelligent manufacturing. Engineering 4(1), 11–20 (2018)CrossRef
33.
Zurück zum Zitat Hall, D., Pesenti, J.: Growing the artificial intelligence industry in the UK (2017) Hall, D., Pesenti, J.: Growing the artificial intelligence industry in the UK (2017)
34.
Zurück zum Zitat Garvey, C.: A framework for evaluating barriers to the democratization of artificial intelligence. In: Thirty-Second AAAI Conference on Artificial Intelligence, pp. 8079–8080 (2018) Garvey, C.: A framework for evaluating barriers to the democratization of artificial intelligence. In: Thirty-Second AAAI Conference on Artificial Intelligence, pp. 8079–8080 (2018)
35.
Zurück zum Zitat Frank, M.R., et al.: Toward understanding the impact of artificial intelligence on labor. PNAS 116(14), 6531–6539 (2019)CrossRef Frank, M.R., et al.: Toward understanding the impact of artificial intelligence on labor. PNAS 116(14), 6531–6539 (2019)CrossRef
36.
Zurück zum Zitat Smirnov, E., Lukyanov, S.: Development of the global market of artificial intelligence systems. Economy of region 1(1), 57–69 (2019). Centre for Economic Security, Institute of Economics of Ural Branch of Russian Academy of SciencesCrossRef Smirnov, E., Lukyanov, S.: Development of the global market of artificial intelligence systems. Economy of region 1(1), 57–69 (2019). Centre for Economic Security, Institute of Economics of Ural Branch of Russian Academy of SciencesCrossRef
38.
Zurück zum Zitat Kahan, J.: Focus groups as a tool for policy analysis. Anal. Soc. Issues Public Policy 1(1), 129–146 (2001)CrossRef Kahan, J.: Focus groups as a tool for policy analysis. Anal. Soc. Issues Public Policy 1(1), 129–146 (2001)CrossRef
40.
Zurück zum Zitat Arnold, O., Jantke, K.P.: Technical Report: Educational Gamification & Artificial Intelligence, ADICOM Technical Report (2018). ISSN (Print) 2627–0749 Arnold, O., Jantke, K.P.: Technical Report: Educational Gamification & Artificial Intelligence, ADICOM Technical Report (2018). ISSN (Print) 2627–0749
41.
Zurück zum Zitat Chassignol, M., Khoroshavin, A., Klimova, A., Bilyatdinova, A.: Artificial Intelligence trends in education: a narrative overview. Procedia Comput. Sci. 136, 16–24 (2018)CrossRef Chassignol, M., Khoroshavin, A., Klimova, A., Bilyatdinova, A.: Artificial Intelligence trends in education: a narrative overview. Procedia Comput. Sci. 136, 16–24 (2018)CrossRef
42.
Zurück zum Zitat Urh, M., Vukovic, G., Jereb, E., Pintar, R.: The model for introduction of gamification into e-learning in higher education. Procedia Soc. Behav. Sci. 197, 388–397 (2018)CrossRef Urh, M., Vukovic, G., Jereb, E., Pintar, R.: The model for introduction of gamification into e-learning in higher education. Procedia Soc. Behav. Sci. 197, 388–397 (2018)CrossRef
43.
Zurück zum Zitat Chou, Y.-K.: Beyond Points, Badges, and Leaderboards. Octalysis Media, Fremont (2016) Chou, Y.-K.: Beyond Points, Badges, and Leaderboards. Octalysis Media, Fremont (2016)
44.
Zurück zum Zitat Raitskaya, L., Tikhonova, E.: Gamification as a field landmark in educational research. J. Lang. Educ. 5(2), 4–10 (2019)CrossRef Raitskaya, L., Tikhonova, E.: Gamification as a field landmark in educational research. J. Lang. Educ. 5(2), 4–10 (2019)CrossRef
Metadaten
Titel
Gamification as a Tool for Supporting Artificial Intelligence Development – State of Art
verfasst von
Zornitsa Yordanova
Copyright-Jahr
2020
DOI
https://doi.org/10.1007/978-3-030-42517-3_24