Ioannis Deliyannis

Ionian University

Dr. Ioannis Deliyannis is an associate professor at Ionian University, Corfu, Greece. He is a member of the faculty of the Department of Audio and Visual Arts and a founding member of the Interactive Arts research laboratory. He has created various interactive multimedia systems ranging from experimental television stations featuring multiple modes of delivery to educational and multi-sensory games. He is the author of numerous journal and conference publications and a series of books targeting the experimental and creative aspects of the technologies involved in gamification. He is also involved in the design of user-centered software products and services, focusing on the use of mobile sensory systems to create intelligent interactive systems, entertainment education systems, games, gamified systems, educational applications for people with disabilities, holograms, interactive navigation narrative applications, and augmented and virtual reality systems. Currently, he is researching the use of ludification within transmedia systems.

Ioannis Deliyannis

4books edited

3chapters authored

Latest work with IntechOpen by Ioannis Deliyannis

11552 This book examines how gamification is designed and implemented today, particularly within our transmedia world. This process requires balancing the narrative elements and the gamification mechanics used within the scenario that leads to the target objectives. Therefore, it is important to examine how exemplar case studies have been developed to learn from those implementations and advance this research and applications in this area. We approach the interdisciplinary design of gamified systems both as a deterministic and a creative process. From the deterministic perspective, one must design the system functionality as well as the rules and the mechanics that govern the functionality. However, the creative process is often an important factor for the success of an implementation. This includes all aspects of a gamified system, including its aesthetics, storyline and narration, and in more technologically advanced systems that are not limited to one medium. An important development in the field is the ability to use both gamification and ludification techniques within an implementation, a process that can create systems that are enjoyable and can dress up the scenario in our attempt to reach a state of “Flow”(In Csikszentmihalyi’s words, flow is “a state in which people are so involved in an activity that nothing else seems to matter; the experience is so enjoyable that people will continue to do it even at great cost, for the sheer sake of doing it”). Contemporary gamified systems utilize a wide variety of technologies that allow the extension from cross-media to transmedia scenarios. The availability of so many technologies and media platforms that one may use to design a gamified process is phenomenal, extending our capacity to create new gamified realizations that were not possible in the past as they can combine the complete reality–virtuality continuum.

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