Proceedings ArticleDOI
From game design elements to gamefulness: defining "gamification"
Sebastian Deterding,Dan Dixon,Rilla Khaled,Lennart E. Nacke +3 more
- pp 9-15
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TLDR
A definition of "gamification" is proposed as the use of game design elements in non-game contexts and it is suggested that "gamified" applications provide insight into novel, gameful phenomena complementary to playful phenomena.Abstract:
Recent years have seen a rapid proliferation of mass-market consumer software that takes inspiration from video games. Usually summarized as "gamification", this trend connects to a sizeable body of existing concepts and research in human-computer interaction and game studies, such as serious games, pervasive games, alternate reality games, or playful design. However, it is not clear how "gamification" relates to these, whether it denotes a novel phenomenon, and how to define it. Thus, in this paper we investigate "gamification" and the historical origins of the term in relation to precursors and similar concepts. It is suggested that "gamified" applications provide insight into novel, gameful phenomena complementary to playful phenomena. Based on our research, we propose a definition of "gamification" as the use of game design elements in non-game contexts.read more
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Journal ArticleDOI
A synthesis of systematic review research on emerging learning environments and technologies.
TL;DR: This article synthesizes research on seven primary areas of emerging learning environments and technologies that include: social media, massive open online courses, special education technology, mobile learning, game-based learning and gamification, adaptive learning, and learning analytics and introduces the thirteen articles that were included in this special issue.
Journal ArticleDOI
A systematic mapping study on gamification applied to e-marketing
TL;DR: The findings of this study show the main applications of gamification in e-marketing, the technologies used and the proven benefits of applying this technique in e -marketing.
Proceedings ArticleDOI
GaML - A Modeling Language for Gamification
TL;DR: A novel, declarative, and formal domain-specific language to define gamification concepts is described, designed to be readable and partially write able by gamification experts, and automatically compilable into gamification platforms without involving IT-experts.
Journal ArticleDOI
Using Persuasive Technology to Increase Physical Activity in People With Chronic Obstructive Pulmonary Disease by Encouraging Regular Walking: A Mixed-Methods Study Exploring Opinions and Preferences
TL;DR: Dialogue support and primary task support approaches are considered to be both acceptable and likely to be persuasive by PwCOPD, carers, and HCPs and in the future, these approaches should be considered when designing apps to encourage physical activity by PcOPD.
Proceedings ArticleDOI
Relating gaming habits with student performance in a gamified learning experience
TL;DR: This paper presents a study where data regarding student performance and gaming preferences, from a gamified engineering course, was collected and analyzed, and performed cluster analysis to understand what different kinds of students could be observed in the authors' gamified experience, and how their behavior could be correlated to their gaming characteristics.
References
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Book
Rules of Play: Game Design Fundamentals
Katie Salen,Eric Zimmerman +1 more
TL;DR: This text offers an introduction to game design and a unified model for looking at all kinds of games, from board games and sports to computer and video games.
Book
Reality Is Broken: Why Games Make Us Better and How They Can Change the World
TL;DR: McGonigal et al. as mentioned in this paper found that games benefit us mentally and emotionally when we play up to 3 hours a day, or 21 hours a week, and that if we spend all our time competing with others, we miss out on the special benefits of co-op play.
Journal ArticleDOI
Toward a Theory of Intrinsically Motivating Instruction
TL;DR: A rudimentary theory of intrinsically motivating instruction is developed, based on three categories: challenge, fantasy, and curiosity, which suggests that cognitive curiosity can be aroused by making learners believe their knowledge structures are incomplete, inconsistent, or unparsimonious.