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.
CITATION STYLE
Kananat, S., Terrillon, J. C., & Iida, H. I. (2016). Gamification and scrabble. In Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) (Vol. 10056 LNCS, pp. 405–414). Springer Verlag. https://doi.org/10.1007/978-3-319-50182-6_37
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