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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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Journal ArticleDOI

The Agony of Choice – Analyzing User Preferences Regarding Gamification Elements in Learning Management Systems

TL;DR: To identify user preferences, a discrete choice task among learning management system users following the best-worst scaling method shows that users prefer a bundle of four gamification elements: level, goals, status, and points.
Proceedings ArticleDOI

How Multidisciplinary is Gamification Research?: Results from a Scoping Review

TL;DR: Initial results of a broader scoping review of gamification research published between 2010 and 2016 indicate that gamification was initially a field within computer science and HCI and has only recently become truly multi-disciplinary.
Proceedings Article

How to engage users through gamification: The prevalent effects of playing and mastering over competing

TL;DR: This paper aims to analyze the most engaging factors for gamers in the current context of technology and questions the relevance of some of the most used gamification strategies like attributing points, badges, and reputation to participants.
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An Approach for the Integration of Anticipative Maintenance Strategies within a Production Planning and Control Model

TL;DR: An approach for the integration of anticipative maintenance strategies within a production planning and control model is developed in order to increase the flexibility and quality of production planning.
Dissertation

Digital destination promotion : understanding and maximizing the use of digital and cultural assets to enhance tourists' decision making and destination marketing strategies

TL;DR: In this article, the authors investigated how information and communication technologies can be used to support a destination in improving tourists' information search and decision-making through the use of its digital and cultural assets.
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.