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Meetings

Below are the group meetings. Newest first.

  1. Sep 4, 2025 · Meeting

    Partnership Video soon

    Orc'estra

    Orc’sestra presented its trajectory and pioneering work as a student organization dedicated to gamification.
    Summary

    Orc’estra presents itself as a pioneer in gamification in Brazil
    #

    In the September 4 meeting, the junior company Orc’estra, linked to UnB Gama’s Software Engineering program, presented its trajectory and activity as the first Brazilian student organization dedicated exclusively to gamification — within the Gamificação.ORG meeting.

    Student Bryan Leite, representing the organization, emphasized that the group’s mission is to “reframe people’s lives by bringing productivity and pleasure together.” Orc’estra focuses on developing solutions that apply game techniques to foster engagement and results in different contexts.

    Service portfolio
    #

    • Gamification design — needs assessment and tailored solutions.
    • Software conception — requirements structuring and high‑fidelity prototype development.
    • Gamified development — building or maintaining systems with gamification elements.

    Among the success cases are projects with Unimed (promoting healthy habits); the “Ao Encontro” app, which helps search for lost animals; and Alegro, an international marketplace aiming to strengthen users’ sense of belonging.

    Structure and organizational culture
    #

    The company is organized with two presidencies (institutional and organizational) and four directorates: Communication and Marketing (Decom), Projects, Business (Debis), and Operations (Tops).

    Members describe the internal culture as collaborative and family‑like. There are practices for activity follow‑up, climate surveys, and overload prevention. “Orc’estra is not just a junior company; it’s a family,” Bryan said.

    Relationship with the community
    #

    New members are selected through periodic processes announced on social networks such as Instagram and LinkedIn. Although registered with a CNPJ, Orc’estra is non‑profit: all revenue is reinvested in its own operation.

    At the end of the presentation, professors and peers highlighted Orc’estra’s relevance as a space for practical and entrepreneurial training within UnB — in the scope of the Gamificação.ORG meeting.

  2. Jul 10, 2025 · Meeting

    Partnership Video soon

    Lucas · Porto Digital

    Innovation ecosystem and collaboration opportunities.
  3. Jun 22, 2025 · Meeting

    Project Video soon

    George · SuperR

    SuperR: a gamified, project‑based approach brought to life at UnB.
    Summary

    SuperR: a gamified course comes to life at UnB
    #

    In the June 22, 2025 meeting, professor George presented the SuperR project, an initiative that combines gamification and project‑based learning (PBL) in the Software Requirements course at the University of Brasília — within the Gamificação.ORG meeting.

    According to the instructor, the proposal originated in 2023 from student motivation indicators and retrospective analyses applied across different cohorts. The goal was to face recurring challenges — dropout, failures, and engagement difficulties — by offering a more interactive and personalized experience.

    How SuperR works
    #

    The strategy was tested with two classes: one with traditional PBL and another combining PBL and gamification.

    Fictional narratives were created in a galaxy named Calamo Kairelli, where students, organized into factions, carried out missions and operations tied to the course learning objectives for each unit.

    The project involved 18 operations grouped into four major missions, with in‑class dynamics.

    Elements such as avatars, badges, rewards, and an interactive galaxy map on Miro guided students through the experience.

    Evaluation and results
    #

    Motivational questionnaires inspired by Octalysis were applied, along with qualitative feedback collected for each unit.

    The class with gamification showed a lower dropout rate (8%) and higher retention (91.8%), outperforming the traditional cohorts.

    Despite higher initial cognitive load, attention, satisfaction, and confidence indicators improved over the semester.

    Team performance was superior, positively impacting pass rates and final grades.

    Outcomes
    #

    SuperR generated a gamification guide, its own visual identity, badges, and even a Power Apps prototype to support activities. The project also inspired undergraduate theses and opened paths for future research using data mining and machine learning to predict motivational profiles and adapt dynamics in real time — within the Gamificação.ORG meeting.

  4. Jun 5, 2025 · Meeting

    Guest Video soon

    Leda · IBICT

    Canal Ciência bets on gamification to engage youth.
    Summary

    Canal Ciência bets on gamification to engage youth
    #

    On June 5, 2025, researcher Leda Sampson, from the Brazilian Institute of Information in Science and Technology (IBICT), presented to the Gamificação.ORG group the transformation of Canal Ciência — a traditional science outreach portal created in 2002 — into a gamified environment.

    According to Leda, the portal was born to bring Brazilian science closer to society, especially students and teachers. Over time, long texts no longer resonated with newer generations. This led to the creation of educational games (puzzles, quizzes, memory games) and, more recently, a broader gamification approach.

    The Galactic Journey
    #

    With support from UnB researchers, Canal Ciência launched the “Galactic Journey”, a narrative that turns visitors into space explorers in search of knowledge.

    The experience includes missions, ranks, medals, and digital rewards. The first mission, already available, takes the user from Earth to the Space Station; the second, in development, will reach the Moon. The goal is for learning to happen naturally, embedded in challenges and stories connected to the portal’s existing scientific content.

    Creation process
    #

    To structure the gamification, the team used the Octalysis framework, applying three audience‑diagnosis strategies:

    • Internal discussions with subject‑matter experts (the “judges” step);
    • Questionnaires applied directly in schools;
    • Forms available on the portal itself.

    The collected data enabled mapping users’ motivational profiles and designing mechanics suitable for a mostly young audience.

    Results and outlook
    #

    The project brought visibility to IBICT, yielded papers in international venues, and already inspires new initiatives. Despite resource constraints, the team plans to expand the journey to Pluto, completing all planned missions.

    For Leda, the differentiator lies in uniting innovation, science, and entertainment: “Science outreach must be fun. When users dive into an engaging narrative, they learn without realizing they are studying.”

  5. May 22, 2025 · Meeting

    Guests Video soon

    Banco do Brasil

    Banco do Brasil bets on gamification to engage employees.
    Summary

    Banco do Brasil bets on gamification to engage employees
    #

    On May 22, 2025, representatives from Banco do Brasil presented to the Gamificação.ORG group the institution’s initiatives using gamification for internal training and engagement.

    Strategy and goals
    #

    Banco do Brasil has used game mechanics to make corporate learning more appealing and to encourage employee participation. The premise is that playful experiences can reinforce learning, improve content retention, and increase engagement in strategic programs.

    Initiatives presented
    #

    • Gamified learning paths — content organized as tracks with challenges, rewards, and immediate feedback;
    • Friendly competition — leaderboards and team missions to foster collaboration and performance;
    • Digital recognition — medals, points, and badges awarded according to participant progress.

    Results observed
    #

    According to the presenters, gamification led to higher adherence to trainings, lower dropout rates in internal courses, and positive reports on motivation and engagement. Qualitative results suggest that combining competition and collaboration can transform the organization’s learning culture.

    Next steps
    #

    The institution plans to expand the use of gamification in different areas, exploring new narratives and game dynamics. The goal is to integrate learning further into daily work routines, aligning training with the strategic challenges of the financial sector.

  6. May 8, 2025 · Meeting

    Prof. Sergio Freitas

    Prof. Sergio Freitas’ talk — past, present, and future of gamification.
    Summary

    Prof. Sergio Freitas — past, present, and future of gamification
    #

    In the Gamificação.ORG meeting, Prof. Sergio Freitas — project coordinator and head of the CEDIS gamification area — presented an in‑depth analysis of the field’s past, present, and future.

    He noted that the term “gamification” emerged in 2002, but gained academic relevance in 2011 after Sebastian Deterding’s paper. Since then, practice spread across companies and universities with varied, yet often positive, results. According to Freitas, early success was driven by intuitive uses of game techniques anchored in age‑old psychological patterns — rewards and punishments — long present in social life and studied by behaviorism.

    Early simplifications
    #

    Many initial applications were simplified setups (“hard rock gamification”) based only on points, badges, and leaderboards (PBL). While effective short‑term, these designs showed limits to sustaining motivation.

    The 2015 shift: Octalysis
    #

    A turning point came in 2015 with Yu‑kai Chou’s Octalysis Framework, which systematized links between game mechanics and psychological theories — especially behaviorism and Self‑Determination Theory.

    Frameworks and rigor
    #

    Freitas noted that only around 3% of papers published up to 2023 explicitly used structured frameworks. Even so, tools like Octalysis, Hexad, and Bartle underscored the importance of more systematic processes to design consistent gamification.

    He emphasized Brazil’s role as a major international hub, with highlights in education and software engineering research.

    Future challenges
    #

    • Persistence — ensure designs sustain motivation over time.
    • Indicators — develop stronger metrics to assess motivational and organizational impact.
    • Popularization — democratize access so everyday users can craft and apply techniques in daily life.

    In closing, Freitas reinforced that gamification should be understood as a strategy to motivate people, and that progress depends on integrating psychology, technology, and data analysis.

  7. Apr 3, 2025 · Meeting

    Thesis Video soon

    Denniel William Roriz Lima

    Denniel’s research points paths for gamification in agile development.
    Summary

    Research by Denniel highlights paths for gamification in agile development
    #

    On April 3, 2025, student Denniel William Roriz Lima presented his undergraduate thesis to the Gamificação.ORG group, focused on applying gamification in agile software development processes.

    Context and problem
    #

    Agile methods arose to counter the rigidity of traditional models, offering flexibility and faster delivery. Yet, motivation and engagement challenges persist even within agile. Gamification emerges as an alternative, though empirical studies remain scarce and adoption in software engineering is limited.

    Research objectives
    #

    The project aims to define guidelines for using gamification in agile processes, with specific goals to:

    • Identify challenges and tested solutions;
    • Map evaluation metrics;
    • Systematize practices as a guide for practitioners.

    Theoretical basis
    #

    The review spans agile methodologies (XP, Scrum, FDD, Lean) and gamification frameworks, notably:

    • Hexad — player‑type profiling (philanthropists, socializers, achievers, etc.);
    • 6D Framework — six steps to implement gamification;
    • Octalysis — eight core drives balancing intrinsic/extrinsic, white/black hat motivations.

    Preliminary results
    #

    • 114 Scopus papers analyzed, with co‑authorship and keyword mapping;
    • Scrum was the only agile method to form its “own node”, signaling higher relevance;
    • Recurring association between gamification, motivation, and practices like prototyping and testing;
    • Temporal analysis shows recent growth in publications and renewed interest.

    Next steps
    #

    • Expand the review to other databases (ACM, IEEE);
    • Conduct practitioner interviews;
    • Draft a practical guide for applying gamification in agile development.

    Reception
    #

    Faculty and peers praised the dense literature review and clarity of preliminary results, while suggesting caution about relying on a single database and encouraging continuation at the master’s level. Prof. Sergio Freitas noted that a structured guide already represents a relevant contribution to the field.

  8. Jan 30, 2025 · Meeting

    Master's Video soon

    Luciana Assis · Embrapa

    Embrapa research applies gamification to asset management and reports advances.
    Summary

    Embrapa case: gamification in asset management shows advances
    #

    On January 30, 2025, researcher Luciana Assis presented results from her master’s research, advised by Prof. Sergio Freitas, on using gamification in organizational environments, with a case study at Embrapa.

    Context and objectives
    #

    The work focused on GSteck, Embrapa’s research asset management system, where low user motivation had been observed. The study asked how gamification could improve engagement and collaboration, and what effects might emerge in this context.

    Methodology
    #

    • Literature review: 144 papers analyzed, 36 selected — leading to an HCII (2023) publication;
    • Case study in three stages:
      • Motivational profiling (Octalysis core drives);
      • Gamification design (16 requirements);
      • Partial implementation (9 techniques: progress bars, badges, points, leaderboards, social trophies, narratives, etc.).

    Results
    #

    • 135 respondents out of 780 users, representing all Embrapa units;
    • Most relevant core drive: Development & Accomplishment;
    • Implemented techniques yielded perceived increases in motivation and appreciation of the system;
    • Feedback indicated greater sense of usefulness and engagement, with suggestions to refine the evaluation model.

    Limitations
    #

    • 9/16 techniques implemented due to time constraints;
    • The underlying asset‑scoring model is not yet validated by Embrapa, preventing production rollout;
    • Evaluation was conducted in a staging environment with 27 participants selected by managers.

    Next steps
    #

    The group discussed standardizing a motivational‑profile questionnaire for Gamificação.ORG, based on Luciana’s instrument, and suggested submitting papers to journals such as Revista Design e Tecnologia (UFRGS), exploring methods and findings.

  9. Jan 16, 2025 · Meeting

    Master's Video soon

    Capt. Públio Cavalcante

    Gamification in the Military Police: case study shows potential and challenges.
    Summary

    Gamification in the Military Police: potential and challenges
    #

    On January 16, 2025, Capt. Públio Cavalcante (Military Police) presented a study on using gamification in police intelligence reports.

    Objective and method
    #

    The study assessed whether gamification could improve the quality of intelligence reports. It applied Intrinsic Motivation Inventory (IMI), Octalysis‑based motivational profiling, and a comparison between units using or not a gamified reporting system.

    Implementation
    #

    The Ippon Web system was adapted with medals, leaderboards, virtual coins, and anonymous peer feedback. Each report was evaluated by three different people; scores fed individual and team profiles. Techniques included social reinforcement, immediate feedback, and achievement progression.

    Results and perceptions
    #

    • Intangible: higher engagement from officers as they felt read and evaluated; rare peer feedback in the military environment improved text and image quality.
    • Quantitative: independent evaluations showed slightly higher scores for gamified reports.
    • Limitations: only 6/19 planned techniques implemented; short pilot window constrained robust effects.

    Institutional challenges
    #

    Command changes led to pausing gamification, prioritizing administrative use of the system. Cultural and institutional maturity are needed to sustain such innovations.

    Conclusion
    #

    Gamification can engage agents and improve intelligence reporting, but faces constraints of time, culture, and continuity. Prof. Sergio Freitas highlighted intangible gains — especially feedback and professional appreciation — as central to gamification and worth deeper research.

  10. Dec 19, 2024 · Meeting

    Award Video soon

    Prof. Cristiane S. Ramos & Mylena A. S. Farias

    Researchers discuss motivational profiling and gamification in Canal Ciência.
    Summary

    Researchers discuss motivational profiling and gamification in Canal Ciência
    #

    On December 19, 2024, Prof. Cristiane Soares Ramos and undergraduate student Mylena Angélica Silva Farias presented the paper “Process for players: a motivational profile for designing a gamification project” — an award‑winning work at an international congress in Hanoi — to the Gamificação.ORG group.

    Study focus
    #

    The research investigated how to map motivational profiles to make gamification projects more effective. The context was Canal Ciência (IBICT), a science outreach portal for students and teachers. The audience heterogeneity (children to adults) required multiple diagnostic strategies.

    Three strategies
    #

    • Expert assessment: judges analyzed motivational profiles using Octalysis;
    • In‑person dynamics: games like “The problem in my school/city” and “My other half is with you” applied in classrooms;
    • Adapted questionnaires: forms for children, teens, and adults, based on the Intrinsic Motivation Inventory.

    Results highlighted social influence, unpredictability, and creative empowerment as key drives to engage the audience.

    From theory to practice
    #

    The mapping led to the “Galactic Journey” narrative, turning visitors into space explorers. The first mission, already launched, addresses environmental disasters (floods, wildfires). The next, in development, takes users to the International Space Station.

    Monitoring and outlook
    #

    Impact is being tracked with Google Analytics and internal performance metrics (ranks, medals, mission progression). Despite initial increases in access and retention, the researchers caution it is too early to assert causality.

    The study opens paths for future research and reinforces integrating motivational diagnostics with business metrics — also echoed in partnerships with organizations such as Banco do Brasil.

  11. Dec 5, 2024 · Meeting

    Master's Video soon

    Bruno Mello Andrade

    Gamification proposal for software project management in public‑sector factories.
    Summary

    Gamification proposal for software project management
    #

    On December 5, 2024, Gamificação.ORG hosted Bruno Mello Andrade, who presented his research proposal for a qualification in the Graduate Program in Applied Computing. The focus is to apply gamification to software project management processes, especially in software factories operating in the public sector.

    Motivation challenge
    #

    Drawing from experience in a software factory with public contracts, Bruno noted that professional motivation often narrows to financial incentives. The proposal explores gamification to engage managers and teams beyond money, defining objective criteria for bonus distribution and fostering healthy competition across projects.

    Game structure (on Jira)
    #

    Built on Jira, widely used by the company:

    • Each manager “owns” a project and creates a customizable character;
    • Planning, scope updates, and adequate Jira usage award points and badges;
    • Indicators include finished tasks, updated backlog, team communication, and client evaluation;
    • Accumulated score multiplies existing bonuses, adding a playful layer to the rewards system.

    Evaluation and indicators
    #

    The model combines productivity metrics (completed tasks, execution time, open defects) and motivational metrics (team satisfaction, engagement, collaboration). Assessment compares before/after gamification using the GQM method (Goal–Question–Metric) to align business goals, research questions, and metrics.

    Critiques and suggestions
    #

    • Cristiane Soares Ramos: strengthen alignment between indicators and GQM; beware of reducing everything to money;
    • Luciana Assis: broaden the repertoire of game mechanics (collaboration, motivational profiles) to prevent excessive competition;
    • Davi Rocha: leverage the Hexad model to map individual motivations and tailor techniques to team profiles.

    Outlook
    #

    Bruno acknowledged sustainability and team‑engagement challenges and the need to balance extrinsic (bonuses) and intrinsic (recognition, collaboration) motivations. The proposal should evolve on rules, indicators, and theming, but already stands as a promising case study for gamification in software engineering.

  12. Nov 21, 2024 · Cycle Opening

    Kickoff Video soon

    Sergio

    Official start of the meeting cycle and expectations alignment.