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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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Proceedings Article

How to gamify information systems - adapting gamification to individual preferences

TL;DR: This work exemplarily developed four different specifications for each of the nine gamification elements found in the literature, and is in the process of conducting a discrete choice experiment allowing us to match the motivation structures of system users and their preferences regarding the specifications of game elements.
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A Family Health App: Engaging Children to Manage Wellness of Adults

TL;DR: This study compares the use of two versions of a nutrition and exercise monitoring app in 14 households and suggests that virtual rewards can enhance use of such systems through intermediaries, via benefits such as increased perceived competence.
Journal ArticleDOI

Gamification in Rehabilitation of Patients With Musculoskeletal Diseases of the Shoulder: Scoping Review

TL;DR: A holistic approach to enhance adherence to rehabilitation is required supporting patients during the entire rehabilitation process by providing motivational game design elements based on patient-specific characteristics.
Journal ArticleDOI

A Wide View on Gamification

TL;DR: A panoramic research map that comprises a research map and keyword maps for each year of publication of research on gamification is introduced, resulting in a detailed view of gamification research: covered areas, types of published papers, gaps, and most researched themes.
Book ChapterDOI

A Gamification Framework for Volunteered Geographic Information

TL;DR: A gamification framework is designed for VGI processes and applied to an existing application for evaluation purposes, intended for application developers as a guideline to apply principles from gamification to collect user-generated geospatial data.
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.