Gamification, Playfulness, and Ludicity in Intelligent Environments

A special issue of Applied Sciences (ISSN 2076-3417). This special issue belongs to the section "Computing and Artificial Intelligence".

Deadline for manuscript submissions: closed (31 August 2018) | Viewed by 5323

Special Issue Editors

Assistant Professor at School of Applied Arts, Hellenic Open University, 263 35 Patra, Greece
Interests: AmI systems interaction; human–computer interaction; user-centered design; end-user development; IoT
Department of Industrial Design, Eindhoven University of Technology, Den Dolech 2, 5612 AZ Eindhoven, The Netherlands
Interests: interaction design; user centred design; behaviour change support systems; rehabilitation technology; ambient intelligence; wearable systems

Special Issue Information

Dear Colleagues,

Gamification is a method that integrates game elements and mechanics into non-game applications, systems, and services, to better motivate and engage users. Use of playfulness, the revealing of humor and the display of ludic aspects is—as in all human endeavors—a way to release stress and engage further, in time and effort put in any encounter, and that includes interactions with systems and applications.

New types of interactions are emerging that combine methods and techniques for developing playful elements with the potential of the Internet-of-Things (IoT) paradigm to directly link actions, decisions and events happening in real-life with in-game educational progress and modern gaming technologies. For example, new approaches are explored regarding how to take advantage of gamification mechanisms to empower citizen's behavioral change to achieve greater energy efficiency. New prototypes are emerging that build upon open gaming technologies and mechanisms in order to inspire eco-friendly driving styles and turning eco-driving into an immersive and highly motivating experience. 

Gamification is a known way to address interaction challenges, and that applies also to Intelligent Environments and IoT applications. To describe and to design interaction modalities that are more pleasant, enjoyable and intriguing through these qualities enhance the system and its use. Gamification and playfulness are approaches that might help to identify risks connected with IoT environments (such as privacy for example, among others). Some of the research questions that we wish to address are: whether such approaches challenge underlying assumptions on IoT of systems? Which are the prevailing assumptions that can be challenged by gamification approaches? Can gamification be used as a way to address unforeseen system requirements? Can we leverage on gamification/playful aspects of IoT systems/services/applications in order to encourage adoption, adaptation, and appropriation of IoT systems?

In this Special Issue, we wish to bring together different perspectives on the topic of combining gamification, playfulness, and ludicity in the development of intelligent environments and challenge mainstream assumptions and design approaches. We look into the feasibility and the performance of applying gamification paradigms in designing human-centered intelligent environments and applications in order to strengthen active participation. 

We invite authors to submit papers reporting original, previously unpublished research, which addresses this challenging area of research. We are open to papers addressing a broad range of topics, from foundational topics regarding the design principles of gamification elements, and novel design principles for building intelligent environments that combines gaming aspects, playfulness and ludicity; to papers presenting advanced frameworks and technological platforms for developing real-world environments; to pilots reporting innovative approaches for reinforcing and supporting human engagement.

Prof. Ioannis Chatzigiannakis
Prof. Irene Mavrommati
Prof. Panos Markopoulos
Guest Editors

Manuscript Submission Information

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Please visit the Instructions for Authors page before submitting a manuscript. The Article Processing Charge (APC) for publication in this open access journal is 2400 CHF (Swiss Francs). Submitted papers should be well formatted and use good English. Authors may use MDPI's English editing service prior to publication or during author revisions.


  • Combining gaming aspects, playfulness and ludicity in intelligent environment

  • Design principles of combining gamification elements in intelligent environments

  • Methods that enable playful experiences through IoT mediated communication 

  • Gamification approaches that help to identify IoT risks and opportunities 

  • Scope of integrating certain gamification/playful mechanisms in IoT systems 

  • Real-world deployments & Pilots of gamification-based intelligent environments

  • Evaluation of gamification approaches used in IoT

  • Scenarios in which playful/gameful/ludic aspects are critical for the development of Intelligent Environments 

  • Position statements relating to the integration of IoT systems of gamification / playful approaches. 

  • Development challenges and approaches for IoT based playful experiences

Published Papers (1 paper)

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14 pages, 2345 KiB  
Video Games and Outdoor Physical Activity for the Elderly: Applications of the HybridPLAY Technology
Appl. Sci. 2018, 8(10), 1912; - 14 Oct 2018
Cited by 8 | Viewed by 4097
The incorporation of the elderly into digital leisure has been especially driven by the development of games and applications that link the experience of play with beneficial effects for the user. Some of these benefits arise at a cognitive level, fostering intellectual activity [...] Read more.
The incorporation of the elderly into digital leisure has been especially driven by the development of games and applications that link the experience of play with beneficial effects for the user. Some of these benefits arise at a cognitive level, fostering intellectual activity of adults through playful experiences that combine audio-visual entertainment with brain training. Seniors are also engaged by active video games that use control interfaces to perform physical actions or activities, encouraging motor play. In this paper, we present the application of HybridPLAY for the elderly, a self-developed technology initially thought to transform playgrounds into scenarios for a set of interactive digital games. In this paper, we show that, although HybridPLAY was initially developed for children and teenagers, the versatile features of this technology make it appropriate also for the elderly. After having tested HybridPLAY with a small group of seniors who completed a usability test and a satisfaction questionnaire, we show that it is possible to combine playful entertainment with physical and mental activities in outdoor environments for the elderly. Full article
(This article belongs to the Special Issue Gamification, Playfulness, and Ludicity in Intelligent Environments)
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