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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Application of persuasive systems design for adopting green information systems and technologies
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Proceedings ArticleDOI
A playful affordances model for gameful learning
Robert Songer,Kazunori Miyata +1 more
TL;DR: This paper addresses the issue of gamifying educational contexts with discussions about gamer motivations, the relationship between games and play, and designs for optimal learning within games and concludes with a model for the design and evaluation of playful experiences in systems of learning inspired by game design.
Journal ArticleDOI
Seamless Learning Environments in Higher Education with Mobile Devices and Examples
Victoria I. Marín,Päivikki Jääskelä,Päivi Häkkinen,Merja Juntunen,Helena Rasku-Puttonen,Mikko Vesisenaho +5 more
TL;DR: This paper proposes a research agenda on challenges related to designing seamless learning environments with the integrated use of mobile devices in the curricula and describes the findings of the three cases involved in a Finnish teaching development project as common aspects for designing mobile, seamlesslearning environments.
Journal ArticleDOI
In pursuit of a self-sustaining college alcohol intervention: Deploying gamified PNF in the real world.
TL;DR: The results suggest that the gamified "GANDR" approach shows promise as a self-sustaining intervention and, further, that high-risk drinkers may benefit disproportionately from this methodology.
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.