scispace - formally typeset
Proceedings ArticleDOI

From game design elements to gamefulness: defining "gamification"

Reads0
Chats0
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

Content maybe subject to copyright    Report

Citations
More filters
Proceedings ArticleDOI

Paradigms of games research in HCI: a review of 10 years of research at CHI

TL;DR: It is argued that games and play research in the field of Human-Computer Interaction can usefully be understood as existing within 4 distinct research paradigms.
Journal ArticleDOI

Gamification in Factory Management Education – A Case Study with Lego Mindstorms☆

TL;DR: In this paper, a game concept for teaching in universities is introduced focusing on the impartment of the state of the art on manufacturing for value creation, e.g. production planning and control.
Proceedings Article

Personality based gamification: how different personalities perceive gamification

TL;DR: The significance of these results comes from the understanding that playfulness from game elements is not always granted and depends among other factors on personality.
Journal ArticleDOI

From road distraction to safe driving

TL;DR: In this article, a gamified intervention is studied as a means to increase engagement in the safe driving task, and the intervention reduced speeding while promoting anticipatory driving, leading to slower hazard reactions and short off-road glances.
Journal ArticleDOI

Health Behavior Theory in Physical Activity Game Apps: A Content Analysis

TL;DR: A comparison between these findings and previous content analyses of non-game health apps indicates that physical activity mobile phone games demonstrate higher levels of behavior theory.
References
More filters
Patent

And thomas j

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.