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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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Citations
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Eliciting teamwork with game attributes

TL;DR: A systematic review is conducted to identify opportunities for research and potential relationships between game attributes and teamwork behaviors to uncover the manner in which game-based training can be leveraged to facilitate effective teamwork.
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Interactive Persuasive Systems: A Perspective on Theory and Evaluation

TL;DR: The goal is not to champion a theoretical model over others or to compare the effectiveness of different persuasive strategies but rather to depict the current conceptual landscape in this field and highlight emerging concepts and positions that have recently appeared in it.

Games in Formal Educational Settings : Obstacles for the development and use of learning games

TL;DR: From the perspective of educators, games are viewed as a medium in which the younger generation both thrive and excel as discussed by the authors, and students navigate game environments with ease and regularly solve problems.
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Link Between Gaming Communities in YouTube and Computer Science.

TL;DR: It is concluded that the gaming community has relevant connections to learning CS and the research community should pay more attention to this phenomenon.
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Game on! How gamified loyalty programs boost customer engagement value

TL;DR: A self-determination theory-informed framework is developed that proposes members’ intrinsic/extrinsic motivation as major drivers of GLPE, which in turn impacts customer brand engagement value (CBEV) and major implications are discussed.
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.