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Gameful Collecting:
Shrine


One in three people are considered collectors and collect artifacts along a similar theme, such as stamps, coins, or sports memorabilia for which function is a secondary purpose.  Stories and narrative are often attached to these items and are an important part of the collecting process. However, when these collections are digitized, stories can often be lost.  To determine how we can better support the collecting process, we conducted semi-structured interviews of collectors of hockey memorabilia. The interviews highlighted narrative, organization, and authenticity as important to collectors, as well as the need to support collecting as an emergent behaviour.  Using these interviews we formed a set of design guidelines and then we created a gameful sandbox environment for collectors of hockey memorabilia, where collectors can create virtual trophy room spaces similar to the physical spaces they already engage in creating.  

People

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Diane Watson

University of Waterloo
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Deltcho Valtchanov

University of Waterloo
Kirk Goodlet

Kirk Goodlet

University of Waterloo
Kent Aardse

Kent Aardse

University of Waterloo
Michael Hancock

Michael Hancock

University of Waterloo
Jason Hawreliak

Jason Hawreliak

Brock University
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Mark Hancock

University of Waterloo
Regan Mandryk

Regan Mandryk

University of Saskatchewan
Neil Randall

Neil Randall

University of Waterloo


Publications

  • D. Watson, D. Valtchanov, M. Hancock, and R. Mandryk, Designing a Gameful System to Support the Collection, Curation, Exploration, and Sharing of Sports Memorabilia, in Extended Abtracts of the First ACM SIGCHI Annual Symposium on Computer-human Interaction in Play, New York, NY, USA, 2014, pp. 451-452.
    @inproceedings{Watson:2014:DGS:2658537.2661322,
    author = {Watson, Diane and Valtchanov, Deltcho and Hancock, Mark and Mandryk, Regan},
    title = {Designing a Gameful System to Support the Collection, Curation, Exploration, and Sharing of Sports Memorabilia},
    booktitle = {Extended Abtracts of the First ACM SIGCHI Annual Symposium on Computer-human Interaction in Play},
    series = {CHI PLAY '14},
    year = {2014},
    isbn = {978-1-4503-3014-5},
    location = {Toronto, Ontario, Canada},
    pages = {451--452},
    numpages = {2},
    url = {http://doi.acm.org/10.1145/2658537.2661322},
    doi = {10.1145/2658537.2661322},
    acmid = {2661322},
    publisher = {ACM},
    address = {New York, NY, USA},
    keywords = {collectors, gameful design, gamification, hockey},
    }

Gameful Collecting
UW Touchlab