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Proceedings ArticleDOI

From game design elements to gamefulness: defining "gamification"

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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.

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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

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.