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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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Game Dynamics that Support Snacking, not Feasting

TL;DR: A game is developed in which game mechanics that foster each dynamic can be included individually, and two studies are conducted to establish their relative efficacy in fostering the behavioural pattern of snacking.
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The quest for a better tailoring of gameful design: An analysis of player type preferences

TL;DR: Results show the relationships between gender and age among and between player types as well as how different game design elements influence the participants.

Gamification and Implications for Second Language Education: A Meta Analysis

TL;DR: Overall, it was found that gamification typically had a positive effect, and several moderator variables were of importance, including the length of instruction, inclusion of competitive aspects, and usage of time on task elements.
Journal ArticleDOI

Impact of Gamification on the Self-Efficacy and Motivation to Quit of Smokers: Observational Study of Two Gamified Smoking Cessation Mobile Apps.

TL;DR: In this paper, the authors examined the association between perceived usefulness, perceived ease of use, and frequency of use of gamification features embedded in smoking cessation apps on self-efficacy and motivation to quit smoking.
Proceedings ArticleDOI

Gastronomy Meets Ludology: Towards a Definition of What it Means to Play with Your (Digital) Food

TL;DR: This paper examines the relationship between food and play, what it means to play with your food and what modalities of play are possible with food, drink and flavor sensations in a world in which the physical and the digital are deeply intertwined.
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.