from game design elements to gamefulness defining gamification
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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From Game Design Elements to Gamefulness:
Defining "Gamification"
Sebastian Deterding
Hans Bredow Institute for
Media Research, Hamburg
University
20354 Hamburg, Germany
+49 151 400 300 44
s.deterding@hans-
bredow-institut.de
Dan Dixon
Digital Cultures Research
Centre, University of the
West of England
Bristol BS16 1QY, UK
+44 117 3283596
dan.dixon@uwe.ac.uk
Rilla Khaled
Center for Computer Games
Research, IT University of
Copenhagen
2300 Copenhagen, Denmark
+45 7218 5348
rikh@itu.dk
Lennart Nacke
Faculty of Business and
Information Technology,
University of Ontario Institute
of Technology, Oshawa,
Canada L1H7K4
+1 905 721 8668
lennart.nacke@acm.org
ABSTRACT
Recent years have seen a rapid proliferation of mass-mark et
consumer software that tak es 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.
Categories and Subject Descriptors
H.5.m [Information Interfaces and Presentation (e.g., HCI) ]:
Miscellaneous; K.8.0 [Personal Computing ]: Games; J.4 [Social
and Behavioral Sciences]: Psychology, Sociology
General Terms
Design, Theory
Keywords
Alternate reality games, game-based technologies, gameful
design, gamefulness, games, gamification, pervasive games, play,
playful design, playfulness, serious games
1. INTRODUCTION
Following the success of the location-based service Foursquare ,
the idea of using game design elements in non-game contexts to
motivate and increase user activity and retention has rapidly
gained traction in interaction design and digital mark eting. Under
the monik er "gamification", this idea is spawning an intense
public debate as well as numerous applications – ranging across
productivity, finance, health, education, sustainability, as well as
news and entertainment media. Several vendors now offer
"gamification" as a software service layer of reward and
reputation systems with points, badges, levels and leader boards.
This commercial deployment of 'gamified' applications to large
audiences potentially promises new, interesting lines of inquiry
and data sources for human-computer interaction (HCI) and game
studies – and indeed, "gamification" is increasingly catching the
attention of researchers [24,48,58].
However, until now, little academic attention has been paid to a
definition of the concept of "gamification" (see [37] for one
exception). There has also been no close scrutiny of whether the
term actually denotes a sufficiently new and distinct phenomenon.
Therefore, this paper surveys and situates current uses of
"gamification" within existing research to suggest a definition of
"gamification". The first sections describe the origin and current
uses of the term and compare these with historic precursors and
parallels in HCI and game studies. This leads on to a definition of
"gamification" and a discussion of its elements. It is argued that
"gamification" calls attention to phenomena of "gamefulness",
which should be considered as complementary to but distinct from
playfulness. The definition is situated in the fields of HCI and
game studies, and the paper concludes by outlining the research
contribution of studying "gamified" applications.
2. INDUSTRY ORIGINS
"Gamification" as a term originated in the digital media industry.
The first documented use dates back to 2008 [54,55], but the term
did not see widespread adoption before the second half of 2010.
Parallel terms continue being used and new ones are still being
introduced, such as "productivity games" [47], "surveillance
entertainment" [32], "funware" [66], "playful design" [27],
"behavioral games" [25], "game layer" [56] or "applied gaming"
(natronbaxter.com). Yet "gamification" has arguably managed to
institutionalize itself as the common household term.
Despite or because of that, "gamification" is also a heavily
contested term, especially within the game industry and the game
studies community. Discontent with current implementations,
oversimplifications, and interpretations have led some to coin
different terms for their own arguably highly related practice. For
instance, designer and researcher Jane McGonigal redefined
"Alternate Reality Games" as "a game you play in your real life"
([48], p. 120) to describe her work , and game scholar and designer
Ian Bogost recommended replacing the term "gamification" with
"exploitationware" [9] as an act of linguistic politics that would
more truthfully portray the "villainous reign of abuse" that
"gamification" presumably entails.
Current industry uses of the term fluctuate between two related
concepts. The first is the increasing adoption, institutionalization
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and ubiquity of (video) games in everyday life [63,35,18]. The
second, more specific notion is that since video games are
designed with the primary purpose of entertainment, and since
they can demonstrably motivate users to engage with them with
unparalleled intensity and duration, game elements should be able
to mak e other, non-game products and services more enjoyable
and engaging as well [71,73].
Vendors and consultants have tended to describe "gamification"
practically and in terms of client benefits, for example as "the
adoption of game technology and game design methods outside of
the games industry" [35], "the process of using game think ing and
game mechanics to solve problems and engage users" [70], or
"integrating game dynamics into your site, service, community,
content or campaign, in order to drive participation".1
3. PRECURSORS & PARALLELS
These ideas are not entirely new. The notion that user interface
design can be informed by other design practices has a rich
tradition in HCI. During the first boom of computer games in the
early 1980s, Malone wrote seminal papers deriving "heuristics for
designing enjoyable user interfaces" from video games [46].
Carroll [16] analyzed the design of early text adventures such as
Adventure, leading him and Thomas [14] to suggest redressing
routine work activities in varying "metaphoric cover stories" to
mak e them more intrinsically interesting, and to urge for a
research program on fun and its relation to ease of use [15].
With the expansion and maturation of the field and the rise of user
experience as a profession, more researchers began to study such
"hedonic attributes" [34] or "motivational affordances" [69] of
"pleasurable products" [40], dubbing the field "'funology' – the
science of enjoyable technology" [8], again taking game design as
an important source of inspiration. As part of this movement,
some researchers have look ed into "games with a purpose", in
which game play is piggyback ed to solve human information
task s such as tagging images [2], and using game interfaces and
controllers in other contexts [17]. More importantly, multiple
researchers have explored playfulness as a desirable user
experience or mode of interaction, and how to design for it.
Despite this considerable body of research, no consensual theory
or terminology of playfulness has emerged so far: Sometimes, it is
equated broadly with any "pleasurable experience" [20] or "fun"
[28], or indeed every interaction that goes beyond utilitarian work
and task contexts [30,31,52]. To this end, Gaver introduced the
terms "ludic design", "ludic engagement" and "ludic activities",
broadly describing "activities motivated by curiosity, exploration,
and reflection" [30]. Other studies focused and defined
playfulness more narrowly [68,51,43]; Korhonen, Montola and
Arrasvuori have made the most systematic attempt in this regard
[43,44]. Combining the "pleasurable experience" framework of
Costello and Edmonds [20] with further theoretical work and user
studies on video game play, they developed a Playful Experience
Framework (PLEX) that categorizes 22 (originally 20) playful
experiences.
Finally, in the 2000s, HCI researchers also became increasingly
interested in studying the design and experience of video games in
their own right, developing methods to evaluate their user
experience [6], "playability" heuristics for their design [62], and
models for the components of games [29,36] and game experience
[13,53,65].
1 http://www.bunchball.com/nitro/
In the field of game studies, "gamification" can be seen as but one
further outgrowth of the repurposing and extension of games
beyond entertainment in the private home.
Games used for serious purposes or "serious games" [1] date back
several millennia [33], migrating from mainly military uses into
education and business in the second half of the 20th century. In
the early 2000s, the rise of digital games has reinvigorated this
into a substantial industry and research field of its own. Such
digital, serious games can be defined as "any form of interactive
computer-based game software for one or multiple players to be
used on any platform and that has been developed with the
intention to be more than entertainment" ([59], p. 6). Within
serious games, some authors have proposed differentiating
between serious games and serious gaming [39]. Whereas the
term "serious games" denotes games designed to convey learning
material in being played through, "serious gaming" encompasses
any (educational) utilization of the broader ecology of games –
that is, all of the technologies, practices, literacies and social
processes surrounding games, lik e reviewing games; producing
machinima; or designing virtual items, avatars, levels, or whole
games.
In parallel to the serious games movement, new game genres
evolved that stretched the traditional limits of games, bringing
games into new contexts, situations and spaces. These are
commonly called pervasive games , games that have "one or more
salient features that expand the contractual magic circle of play
spatially, temporally, or socially" ([50], p. 12). Examples are
location-based games that tak e gameplay into the public space,
augmented reality games that use digital devices to overlay game
representations over the environment, persistent games that
continually run to be entered and exited during the course of the
day, or alternate reality games which "tak e the substance of
everyday life and weave it into narratives that layer additional
meaning, depth, and interaction upon the real world" ([50], p. 37).
On the broadest scale, media scholars observe a "ludification of
culture" [50,57]. With their increasing ubiquity, adoption and
institutionalization in the past three decades, they argue that video
games have become a cultural medium and source of formative
experiences on a par with literature, movies, or television in
earlier generations. Technologies, tropes, references and
metaphors, mindsets and practices flowing from games
increasingly suffuse society and everyday life, most notably
playful identities and playful media practices.
4. TOWARDS A DEFINITION
This brief review shows that "gamification" has grown within a
rich bed of interacting trends and traditions in interaction design
and games, and that there are already a number of potentially
competing, parallel, or overlapping concepts. Thus, if
"gamification" is to be understood and developed as an academic
term, the task is to determine whether the term and current
"gamified" applications are significantly different from previous
phenomena and areas of research – and if so, how to situate them
in relation to these existing fields.
We believe that "gamification" does indeed demarcate a distinct
but previously unspecified group of phenomena, namely the
complex of gamefulness, gameful interaction, and gameful design,
which are different from the more established concepts of
playfulness, playful interaction, or design for playfulness. Based
on this observation, we propose the following definition:
"Gamification" is the use of game design elements in non-game
contexts. The following sections unpack this definition in detail.
4.1 Game
Firstly, "gamification" relates to games , not play (or playfulness),
where "play" can be conceived of as the broader, looser category,
containing but different from "games" [60]. In game studies, this
distinction between games and play is usually tied back to
Caillois' concept of paidia and ludus as two poles of play
activities [12]. Whereas paidia (or "playing") denotes a more free-
form, expressive, improvisational, even "tumultuous"
recombination of behaviors and meanings, ludus (or "gaming")
captures playing structured by rules and competitive strife toward
goals. Along those lines, classic definitions in game studies state
that gaming and games – in contrast to playing and toys – are
characterized by explicit rule systems and the competition or strife
of actors in those systems towards discrete goals or outcomes
[42,60]. Recent theoretical and empirical studies have provided
further support for the distinctness of "playing" and "gaming" as
two modes, foci, or "values" of behavior and mindset2
encountered during video game play [4,41]. This distinction also
appears in HCI research on playfulness. The aforementioned
PLEX framework ack nowledges Caillois' distinction of paidia
and ludus in that it explicitly sets out to capture all experiences
between these two poles [43]. Finally, academic as well as
industry critiques of "gamified" applications have repeatedly
emphasized that these focus almost exclusively on design
elements for rule-bound, goal-oriented play (i.e., ludus ), with little
space for open, exploratory, free-form play (i.e., paidia ) [3,23].
Indeed, this critique of mass-mark et "gamified" applications
serves as a valuable observation from a research perspective:
namely, that design inspired by games can afford experiences and
behaviors leaning more to one pole of play than the other. These
applications also provide us with empirical data on the design and
experience of systems supporting the rule-bound or ludus pole,
which has arguably received less research attention in HCI.
On these grounds, in contrast to the PLEX framework that
includes both free-form and rule-bound play under "playfulness",
we suggest adopting the term "gamefulness" recently introduced
by McGonigal [48] as a systematic complement to "playfulness".
Where "playfulness" broadly denotes the experiential and
behavioral qualities of playing (paidia ), "gamefulness" denotes
the qualities of gaming (ludus ). Thus, gamefulness circumscribes
a coherent set of phenomena that is both distinct and has received
little focused attention so far, which provides a meaningful
extensional ground for defining "gamification". To systemize the
terminology, one may distinguish
• gamefulness (the experiential and behavioral quality),
• gameful interaction (artifacts affording that quality), and
• gameful design (designing for gamefulness, typically by using
game design elements).
In terms of defining "gamification", this means that it too has to
be analytically distinguished from playfulness or playful design –
indeed, this mark s the novelty of "gamified" applications. In
practice, it can be assumed that they often can and will give rise to
playful behaviors and mindsets as well, just as video game players
often switch between playful and gameful behaviors and mindsets
during play [4]. "Gamification" will usually coincide with
2 There is some consensus that playfulness should be construed as an
attitude or mindset with which one approaches a given activity, rather than
a distinct set of observable behaviors. However, several scholars also point
out that although that is the case, there are still certain observable formal
properties of activities when they are playfully approached [11,22,45]. To
capture this, we speak of "behavior and mindset" here.
gameful design as defined above: The most lik ely strategy of
designing for gameful experiences is to use game design elements,
and the most lik ely goal of using game design elements are
gameful experiences. Yet analytically, gameful design and
"gamification" frame the same extension of phenomena through
different intensional properties – as the design strategy of using
game design elements (gamification) or the design goal of
designing for gamefulness (gameful design).
Although the overwhelming majority of current examples of
"gamification" are digital, the term should not be limited to digital
technology. Not only are media convergence and ubiquitous
computing increasingly blurring the distinction between digital
and non-digital: games and game design are themselves
transmedial categories [42].
4.2 Element
Whereas "serious game" describes the design of full-fledged
games for non-entertainment purposes, "gamified" applications
merely incorporate elements of games (or game "atoms" [10]). Of
course, the boundary between "game" and "artifact with game
elements" can often be blurry – is Foursquare a game or a
"gamified" application? To complicate matters, this boundary is
empirical, subjective and social: Whether you and your friends
'play' or 'use' Foursquare depends on your (negotiated) focus,
perceptions and enactments. The addition of one informal rule or
shared goal by a group of users may turn a 'merely' "gamified"
application into a 'full' game. Within game studies, there is an
increasing ack nowledgement that any definition of "games" has to
go beyond properties of the game artifact to include these situated,
socially constructed meanings [19,67]. For the present purpose,
this means that (a) artifactual as well as social elements of games
need to be considered, and (b) artifactual elements should be
conceived more in terms of affording gameful interpretations and
enactments, rather than being gameful. Indeed, the characteristic
of "gamified" applications might be that compared to games, they
afford a more fragile, unstable 'flick er' of experiences and
enactments between playful, gameful, and other, more
instrumental-functionalist modes.
This leads directly to another question: Which elements belong
into the set of 'game elements'? Tak e the "Ten Ingredients of
Great Games" identified by Reeves and Read [58]: Self-
representation with avatars; three-dimensional environments;
narrative context; feedback ; reputations, rank s, and levels;
mark etplaces and economies; competition under rules that are
explicit and enforced; teams; parallel communication systems that
can be easily configured; time pressure. Each of these elements
can be found outside of games, and tak en in isolation, none of
them would be readily identified as 'gameful', let alone game-
specific. Also, there is serious variation between the different
game genres and digital versus non-digital games – avatars are
common in action and roleplaying games, but not necessarily in
strategy video games or card games. In addition, how game
elements are perceived can also be a matter of role, whether this
be designer or user. For example, the MDA model [36] suggests
that designers work with mechanics to create aesthetics, whereas
players experience aesthetics, and in so doing, infer k nowledge
about mechanics.
This points to the fact that "game" is a composite category of
multiple necessary conditions. Tak e the "classic game model" by
Juul [42]: "A game is a rule-based formal system with a variable
and quantifiable outcome, where different outcomes are assigned
different values, the player exerts effort in order to influence the
outcome, the player feels attached to the outcome, and the
consequences of the activity are optional and negotiable." As Juul
himself argues, no part of this definition on its own constitutes a
game. Only together do they set apart a clear figure against the
back ground of other phenomena.
Yet as helpful as this may be for defining games, it does not
answer the question of how to identify game elements . One
solution is to treat game elements as a set of building block s or
features shared by games (rather than a set of necessary conditions
for a game), comparable to Wittgensteinian family resemblances.
A very strict interpretation of this approach – accepting only
elements that are unique or specific to games – would produce an
empty or very constrained set. A very liberal interpretation – any
element that can be found in any game – would be boundless. We
therefore suggest restricting "gamification" to the description of
elements that are characteristic to games – elements that are
found in most (but not necessarily all) games, readily associated
with games, and found to play a significant role in gameplay. Of
course, this is a heuristic definition with much room for debate
over what is "characteristic" for games.
4.3 Design
As noted, "gamified" applications are not the only instances
where elements of games have been repurposed. In HCI, there is a
long tradition of using game controllers as input devices for other
purposes. Graphic engines and authoring tools of video games are
also regularly used for non-entertainment purposes (from
scientific visualizations and 3D environments to fan art), as are
practices of the broader game ecology, e.g. in serious gaming. For
the purposes of terminological and conceptual clarity, it is more
helpful to reserve the term "gamification" for the use of game
design, not game-based technologies or practices of the wider
game ecology.
When surveying the existing literature on games and
"gamification", we found that such game design elements were
identified on varying levels of abstraction. All of these levels
should be included in the definition. Ordered from concrete to
abstract, five levels can be distinguished (tab. 1): Interface design
patterns [21]; game design patterns [7] or game mechanics [67];
design principles, heuristics or 'lenses' [62]; conceptual models of
game design units [10,13,29,36]; game design methods and design
processes [5,29].
As can be seen, this 'level model' distinguishes interface design
patterns from game design patterns or game mechanics. Although
they relate to the shared concept of pattern languages [26], unlik e
interface design patterns, neither game mechanics nor game
design patterns refer to (prototypical) implemented solutions; both
can be implemented with many different interface elements.
Therefore, they are more abstract and thus treated as distinct.
So to restate, whereas serious games fulfill all necessary and
sufficient conditions for being a game, "gamified" applications
merely use several design elements from games. Seen from the
perspective of the designer, what distinguishes "gamification"
from 'regular' entertainment games and serious games is that they
are built with the intention of a system that includes elements
from games, not a full 'game proper'. From the user perspective,
such systems entailing design elements from games can then be
enacted and experienced as 'games proper', gameful, playful, or
otherwise – this instability or openness is what sets them apart
from 'games proper' for users.
Table 1. Levels of Game Design Elements
Level Description Example
Game interface
design patterns
Common, successful interaction
design components and design
solutions for a known problem in
a context, including prototypical
implementations
Badge, leaderboard,
level
Game design
patterns and
mechanics
Commonly reoccurring parts of
the design of a game that concern
gameplay
Time constraint,
limited resources,
turns
Game design
principles and
heuristics
Evaluative guidelines to
approach a design problem or
analyze a given design solution
Enduring play, clear
goals, variety of
game styles
Game models
Conceptual models of the
components of games or game
experience
MDA; challenge,
fantasy, curiosity;
game design atoms;
CEGE
Game design
methods
Game design-specific practices
and processes
Playtesting,
playcentric design,
value conscious
game design
4.4 Non-game contexts
Similar to serious games, "gamification" uses elements of games
for purposes other than their normal expected use as part of an
entertainment game. Now 'normal use' is a socially, historically
and culturally contingent category. However, it is reasonable to
assume that entertainment currently constitutes the prevalent
expected use of games. Lik ewise, joy of use, engagement, or more
generally speak ing, improvement of the user experience represent
the currently predominant use cases of "gamification" (in the
definition proposed in this paper, gameful experiences are the
most lik ely design goal). Still, we explicitly suggest not delimiting
"gamification" to specific usage contexts, purposes, or scenarios.
Firstly, there are no clear advantages in doing so. Secondly, the
murk iness of the discourse on "serious games" can be directly
link ed to the fact that some authors initially tied the term to the
specific context and goal of education and learning, whereas
serious games proliferated into all k inds of contexts [61]. Thus, in
parallel to Sawyer's taxonomy of serious games [61], we consider
different usage contexts or purposes as potential subcategories:
Just as there are training games, health games, or newsgames,
there can be gameful design or "gamification" for training, for
health, for news, and for other application areas.
Some authors have argued that games themselves can be
'gamified' [72], a case in point being meta-game platforms such
as achievement systems [38,49]. In principle, this might be in line
with the definition presented here – the only thing that "non-
gaming contexts" explicitly intend to exclude is the use of game
design elements as part of designing a game , since that would
simply be game design, not "gamification". However, on closer
scrutiny, classifying meta-games or other additions of game
design to existing games as something other than game design
becomes hard to uphold: Firstly, even in formalist game literature,
meta-games are also understood as full-fledged games, "based on
the effects and outcomes of other games" ([7], p. 401), not simply
game design elements . Secondly, from the designer's perspective,
given that the context of design is already that of games, it seems
counter-productive to perceive the design of meta-games (or game
elements) as distinct from the design of those games. Thirdly,
shifting our focus to the user's perspective, it is a complex and
open empirical question whether (or under what circumstances)
players experience meta-game elements as part of or distinct from
the "primary game". And in all cases where a meta-game system
is not experienced as distinct from the "primary" game, it appears
unnecessary to create an artificial separation between the two.
Finally, we have argued that part of the novelty and distinctness of
"gamified" systems is the experiential 'flick er' between gameful,
playful, and other modes of experience and engagement. Such
flick ers are arguably less lik ely to occur when the user is already
playing a game. Classifying meta-games as "gamification" does
not ack nowledge this difference, but we readily admit that this
constitutes a complex case that warrants further empirical
research.
5. SITUATING "GAMIFICATION"
To summarize: "Gamification" refers to
• the use (rather than the extension) of
• design (rather than game-based technology or other game-
related practices)
• elements (rather than full-fledged games)
• characteristic for games (rather than play or playfulness)
• in non-game contexts (regardless of specific usage intentions,
contexts, or media of implementation).
This definition contrasts "gamification" against other related
concepts via the two dimensions of playing/gaming and
parts/whole. Both games and serious games can be differentiated
from "gamification" through the parts/whole dimension. Playful
design and toys can be differentiated through the playing/gaming
dimension (Figure 1). In the broader scheme of trends and
concepts identified as related, we find "gamification" or gameful
design situated as follows: Within the socio-cultural trend of
ludification, there are at least three trajectories relating to video
games and HCI: the extension of games (pervasive games), the
use of games in non-game contexts, and playful interaction. The
use of games in non-game contexts falls into full-fledged games
(serious games) and game elements, which can be further
differentiated into game technology, game practices, and game
design. The latter refers to "gamification" (Figure 2).
To date, there appears to have been only one alternative attempt to
define "gamification" in academic literature. Huotari and Hamari
have suggested defining "gamification" from a service-mark eting
perspective as a "service pack aging where a core service is
enhanced by a rules-based service system that provides feedback
and interaction mechanisms to the user with an aim to facilitate
and support the users' overall value creation." [37]
Huotari and Hamari's definition differs from our own in several
ways. Firstly, by focusing on rules-based systems, it arguably
covers more than games or 'gamified' services and is ultimately
applicable to almost any interactive system. Even a touchpad for
ordering snack s in a cinema would qualify as a "rules-based
service system" (driven by software) "that provides feedback and
interaction mechanisms" (people order through the interface,
which confirms their orders) "with an aim to facilitate and support
the users' overall value creation" (the ability to order snack s
enhances the movie experience).
Secondly, focusing on rules-based systems and situating the
definition within a service mark eting perspective underplay the
constitutive social and experiential dimensions of games.
Thirdly, the definition excludes all systems where the provision of
game mechanics (tailored to a specific context) is the core service
itself, or at least an essential part of it: What most 'gamified'
health applications such as Health Month (healthmonth.com) offer
is the ability to set up rules and goals for personal health behavior,
to then track actual behavior against them – these game elements
are not a deductable "enhancement" of another "core" service. In
contrast, we believe that our definition addresses all these issues.
6. CONCLUSION
This paper argued that current "gamified" applications present
emerging phenomena that warrant new concepts and research.
Specifically, it suggested that insight into "gamefulness" as a
complement to "playfulness" – in terms of design goals as well as
user behaviors and experiences – mark s a valuable and lasting
contribution of studying "gamified" systems. Partly in reaction to
this, the term "gameful design" – design for gameful experiences
– was also introduced as a potential alternative to "gamification".
Given the industry origins, charged connotations and debates
Figure 1. "Gamification" between game and play, whole and parts
Figure 2. Situating "gamification" in the larger field
about the practice and design of "gamification", "gameful design"
currently provides a new term with less baggage, and therefore a
preferable term for academic discourse.
Another important point is the high level of subjectivity and
contextuality in identifying "gamification". It is not possible to
determine whether a given empirical system 'is' "a gamified
application" or "a game" without tak ing recourse to either the
designers' intentions or the user experiences and enactments.
Indeed, in comparison to games on the one hand and utility
software on the other, a distinct quality of "gamified" applications
is their relative openness to varying situational modes of
engagement – gameful, playful, and instrumental.
To conclude, one of the big promises of today's commercial
deployments of "gamified" systems is easy access to more
ecologically valid user data on the different k inds of experiences
and natural categories that arise from interaction with these
systems. This data will ultimately determine the validity of the
distinctions introduced here. Even if they do not remain upheld in
the long term, we believe that our suggested definitions of
"gamification" and "gamefulness" against serious games and
playful interaction clarifies discourse and thus allows research to
move into more detailed study, and clearer conceptualization of
the defined phenomena.
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... Gamification refers to the use of game design elements in non game contexts [1]. This strategy aims to make products and services enjoyable and engaging [1], [2]. ...
... Gamification refers to the use of game design elements in non game contexts [1]. This strategy aims to make products and services enjoyable and engaging [1], [2]. It has become popular and used in a variety of contexts to motivate people to engage in targeted behaviours [3]. ...
Gamification is the use of game elements in non-game contexts to increase user engagement with a system. In education, especially in Higher Education, gamification is considered a promising strategy to motivate students and promote their involvement in learning activities. To be effective, gamification needs to consider students' differences and adapt to their needs and preferences. In this paper, we propose the use of Students' Approaches to Learning to differentiate learners and analyse their preferences for gamification elements. The study was carried out in a gamified postgraduate course in engineering. We present a statistical analysis of the correlation between students approaches to learning, academic success, engagement, and appreciation of gamification elements.
... Game-based learning (GBL) with serious games (SG) refers to using full-fledged games to foster experiential learning (Deterding et al., 2011). Appropriately designed SG can induce thoughts on various scales of impact and trade-offs in decision-making, problem-solving and collaboration (Hummel et al., 2011;Aubert et al., 2019;Wood et al., 2013). ...
- Ningna Xie
- Raphael Heereman Von Zuydtwyck
There has been considerable progress in designing sustainability-related serious games, including the ones for corporate learners. However, exploration is still limited in connecting learning from the game sessions and game development context. The Interreg-VA Dutch-German project "STRASUS", a browser-based multiplayer simulation game for logistics-related companies, was designed to sensitise learning about sustainable business. Our study presents research in learning from game sessions and game development, using insights from analyses of documents, interviews, and observations in light of the learning-loop concept. The results show that single-loop was fully achieved; double-loop learning was achieved except for players not consistently linking comprehension of some sustainability concepts to the normative factors in business decision-making. Deutero learning was detected for the game designers and researchers involved in game design: both groups were sensitised about the difficulties to match the linear approach of game development with complex sustainability concepts. Our findings emphasise that strategic decision-making, key performance indicators and reflective debriefing are linked to the effectiveness of game-based sustainability learning. Furthermore, the learning-loop inspired assessment provides a valuable evaluation method for clarifying learning on the cognitive, normative, and contextual level. In conclusion, serious gaming offers a valid and practical approach to foster corporate sustainability learning if the game allows strategic thinking in players' decision-making; if multidisciplinary collaboration leads to the appropriate portrayal of complex decision-making processes for sustainability; and if game-based learning is reflected upon learning objectives that can be thoroughly discussed in the debriefing and beyond game sessions. As a suggestion for future research, we expect further investigation on how sustainability games could work together with other participatory learning activities to capture the benefits of different learning loops in an extended period.
... Concretamente, a través de experiencias basadas en la Gamificación, se pueden generar nuevas formas de transmitir la información a los estudiantes, y que estos desarrollen sus capacidades de manera más efectiva (Del Moral, Guzmán y Fernández, 2018). Unido a ello, la metodología de la Gamificación supone poner en práctica el juego en entornos que no presentan factores lúdicos aparentes (Deterding et al 2011). De esta forma, se puede contribuir de manera más sencilla a la adquisición de los objetivos previamente propuestos y posibilitar que se produzcan mejores resultados de aprendizaje en los estudiantes, mediante la motivación intrínseca (Torres-Toukoumidis y Romero- Rodríguez, 2018). ...
- Elena González-Fenoll
- Virginia Imbernón Pérez
Este artículo presenta una propuesta de enseñanza interdisciplinar e innovadora mediante el diseño de Escape Room educativos realizados por los estudiantes del primer curso del Grado en Educación Infantil, de ISEN Centro Universitario, facultad adscrita a la Universidad de Murcia. La finalidad que se persigue con este estudio es desarrollar en el alumnado del primer curso de esta titulación las competencias necesarias que atiendan a la diversidad del alumnado del segundo ciclo de Educación Infantil, además de promover la competencia comunicativa en la lengua española e inglesa en un contexto bilingüe. Todo ello se ha llevado a cabo mediante la aplicación de la metodología de la Gamificación de aprendizajes. Los resultados muestran un incremento significativo por parte del alumnado en su motivación e interés por recibir formación en materia de diversidad, así como una mayor receptividad hacia la lengua inglesa.
... The learning model using game elements and game use techniques that are designed in an off-game context or a learning model with a game approach is referred to as gamification [4,5]. Currently, gamification or game-based learning has become a new trend in learning by using technology with game elements to promote behavior and encourage desired learning results. ...
Gamification has become a new trend in learning in the 21st century, by utilizing technology with game elements to change behavior and support learning outcomes. However, few researchers have focused on the comprehensive impact of gamification in helping researchers to better understand developments over the past few years. The ScienceDirect, Taylor and Francis, Springer, Wiley, and SAGE publisher databases were surveyed and a total of forty articles from 2016-2021, were selected for review. Data analysis using NVivo 12 Plush software, with Hierarchy Chart and Mind Map methods. The main findings indicate the positive impact of gamification on student behavior and learning outcomes, including affective, cognitive, behavioral, and performance or others. The researcher recommends the continuity of gamification on learning outcomes and behavior, that interface design and teacher cognitive abilities are strategies or successful learning.
... Gamifizierung ist dabei jedoch nicht gleichbedeutend mit spielbasiertem Lernen. Gamifizierung wird auch als "Die Nutzung von Gamedesign-Elementen in nicht spielerischen Kontexten" definiert [De11]. ...
- Dietmar Zoerner
Institutionelle Bildung ist für autistische Lernende mit vielgestaltigen und spezifischen Hindernissen verbunden. Dies gilt insbesondere im Zusammenhang mit Inklusion, deren Relevanz nicht zuletzt durch das Übereinkommen der Vereinten Nationen über die Rechte von Menschen mit Behinderung gegeben ist. Diese Arbeit diskutiert zahlreiche lernrelevante Besonderheiten im Kontext von Autismus und zeigt Diskrepanzen zu den nicht immer ausreichend angemessenen institutionellen Lehrkonzepten. Eine zentrale These ist hierbei, dass die ungewöhnlich intensive Aufmerksamkeit von Autist*innen für ihre Spezialinteressen dafür genutzt werden kann, das Lernen mit fremdgestellten Inhalten zu erleichtern. Darauf aufbauend werden Lösungsansätze diskutiert, welche in einem neuartigen Konzept für ein digitales mehrgerätebasiertes Lernspiel resultieren. Eine wesentliche Herausforderung bei der Konzeption spielbasierten Lernens besteht in der adäquaten Einbindung von Lerninhalten in einen fesselnden narrativen Kontext. Am Beispiel von Übungen zur emotionalen Deutung von Mimik, welche für das Lernen von sozioemotionalen Kompetenzen besonders im Rahmen von Therapiekonzepten bei Autismus Verwendung finden, wird eine angemessene Narration vorgestellt, welche die störungsarme Einbindung dieser sehr speziellen Lerninhalte ermöglicht. Die Effekte der einzelnen Konzeptionselemente werden anhand eines prototypisch entwickelten Lernspiels untersucht. Darauf aufbauend zeigt eine quantitative Studie die gute Akzeptanz und Nutzerfreundlichkeit des Spiels und belegte vor allem die Verständlichkeit der Narration und der Spielelemente. Ein weiterer Schwerpunkt liegt in der minimalinvasiven Untersuchung möglicher Störungen des Spielerlebnisses durch den Wechsel zwischen verschiedenen Endgeräten, für die ein innovatives Messverfahren entwickelt wurde. Im Ergebnis beleuchtet diese Arbeit die Bedeutung und die Grenzen von spielbasierten Ansätzen für autistische Lernende. Ein großer Teil der vorgestellten Konzepte lässt sich auf andersartige Lernszenarien übertragen. Das dafür entwickelte technische Framework zur Realisierung narrativer Lernpfade ist ebenfalls darauf vorbereitet, für weitere Lernszenarien, gerade auch im institutionellen Kontext, Verwendung zu finden.
... Gamification is used as an umbrella term comprising a variety of techniques inspired by research in game design and generally refers to the integration of game design elements into non-game contexts (Deterding et al., 2011;Seaborn & Fels, 2015). The primary idea is to take advantage of the motivational nature of games to enhance the effectiveness of existing methods. ...
The present study contributes to the emerging field of gamification in personnel selection by examining validity and acceptance of the Gamified Set-Shifting Task (GSST), which is based on a well-established neuropsychological test of cognitive flexibility, the Wisconsin Card Sorting Test (WCST). Results based on a sample of 180 participants in an online study provided preliminary support for construct and criterion-related validity. The GSST was better accepted among test-takers than both the WCST and a cognitive ability test. Overall, the findings suggest that the GSST may be an attractive and valid method to assist organizations in selecting employees who are able to adapt to changing environments.
In recent years, games have emerged to offer new opportunities for studying socioenvironmental systems, and online games in particular offer a low-cost option for collecting rich data from diverse populations. Compared to the now well-established popularity of education games, research games remain uncommon outside of economics and social psychology; however, the emergence of technology that makes the development and deployment of games easier creates opportunities for new research communities. The following discussion has three specific objectives. The first is to introduce the reader to nonentertainment games applied to socioenvironmental topics. The second is to pose and address key practical questions that reveal both the unique research opportunities that games provide and some of the challenges to any future applications in socioenvironmental research. The third is to briefly discuss some new topics in which games can contribute to future socioenvironmental research. Although games will never replace existing data collection modalities, they offer an alternative that may be well-suited to the study of environmental conflict and nonuse values of environmental goods.
Traditional banks and financial institutions have witnessed a profound transformation to electronic banking with the rise of the internet over the last two decades. However, most digital banking customers do not feel that the activity of managing their money and making online transactions is exciting or enjoyable. The gamification of e-banking systems is a novel approach for promoting customer engagement that is gaining popularity. This work reviews the factors influencing the adoption of e-banking and how gamification can be used to improve customer engagement, loyalty, and financial wellbeing. An exploration of the most extensively used game design elements in gamified e-banking applications suggests that the use of certain game mechanics and characteristics can be effective in creating enjoyable banking experiences. Based on this research, a set of guidelines is provided for designers and practitioners for introducing game principles in e-banking applications.
- Oluwatobi Ekundayo
- Lisa Murphy
- Pramod Pathak
- Paul Stynes
Only 4% of household waste generated in Africa is recycled. Current research uses machine learning models in cloud-based solutions to classify waste. However, in countries with limited internet access, there is a need to increase user engagement in classifying waste using an on-device approach. Developing a machine learning model for a mobile device with limited size and speed is a challenge. This research proposes an on-device deep learning framework to encourage the recycling of household waste. The proposed framework combines an optimal deep learning image classification model and gamification elements. A combination of multiple waste datasets named WasteNet consisting of 33,520 images is used to train the deep learning image classification model using seven classes of recyclable waste namely e-waste, garbage, glass, metal, organic, paper and plastic. Data augmentation and transfer learning techniques are applied to train five models on a mobile device namely, MobileNetV2, VGG19, DenseNet201, ResNet152V2 and InceptionResNetV2. Results of the five models are presented in this paper based on accuracy, loss, latency and size. This research shows promise for InceptionResNetV2, MobileNetV2 and DenseNet201in encouraging householders to engage in recycling waste using gamification on a mobile device.
- James York
- Frederick Poole
- Jonathan W. deHaan
In this paper, we argue that current research on games in language education, predominantly framed as "digital game‐based language learning" (DGBLL), is lacking details regarding the role of teachers, or more precisely, the verbalization of the pedagogical underpinnings, scaffolds, and techniques teachers use to successfully integrate games and play in their teaching contexts. Thus, we propose a new direction of research that emphasizes the importance of teachers in game‐based language learning and argue for the necessity of an inclusive field of inquiry that is open to the diverse instantiations of games and play which exist outside the current scope of DGBLL. This new field places teachers and a deeper consideration of the connections between play and learning at the center of an approach to studying the intersection and implementation of games and language teaching. We present three "ludic language pedagogy" (LLP) studies which demonstrate what teaching with and around games looks like. Finally, we propose numerous avenues of further inquiry for teachers and researchers to advance the field of LLP. Research on game use in language learning is narrowly focused on game design and games as stand‐alone learning environments. Few studies have investigated the role and impact of teachers in this field. Thus, we explore why teachers have been left out, why they are needed, and what teaching with games looks like.
The developments in game industry and service design have led to an increased use of so-called game mechanics to drive customer retention and engagement outside the realm of, what can traditionally be seen as, games. This act of enhancing services with game-like features has largely been coined as 'gamification'. The phenomenon has been thus far discussed atomically, without ties to existing literature on service marketing, to which the goals of gamification is strongly related to. This paper presents a definition for gamification from the perspective of service marketing and lays ground for future studies on gamification and marketing.
- Regina Bernhaupt
User Experience has become a major research area in human-computer interaction. The area of game design and development has been focusing on user experience evaluation for the last 20 years, although a clear definition of user experience is still to be established. The contributors to this volume explore concepts that enhance the overall user experience in games such as fun, playability, flow, immersion and many others. Presenting an overview of current practice from academia and industry in game development, the book shows a variety of methods that can be used to evaluate user experience in games, not only during game-play but also before and after the game play. Evaluating User Experiences in Games: • Presents a broad range of user experience evaluation methods and concepts; • Provides insights on when to apply the various user experience evaluation methods in the development cycle and shows how methods can be also applied to a more general HCI context; • Includes new research on evaluating user experience during game play and after; and social play; • Describes new evaluation methods; • Details methods that are also applicable for exertion games or tabletop games. This comprehensive book will be welcomed by researchers and practitioners in the field.
- Terry Bossomaier
This chapter studies serious games, games for education and training. First, the nature of what makes a game is discussed and a distinction drawn between games and simulation. Games are considered at multiple levels. At one level, there are games which focus on developing a physical skill, such as learning to fly a plane or carry out a surgical procedure. At other levels are games which develop high-level social skills and gamification, the addition of game-like elements to add motivation. The progress in developing games for mathematics education is described, along with a general perspective on the state of evaluation of serious games.
- Miguel Sicart
This article defins game mechanics in relation to rules and challenges. Game mechanics are methods invoked by agents for interacting with the game world. I apply this definition to a comparative analysis of the games Rez, Every Extend Extra and Shadow of the Colossus that will show the relevance of a formal definition of game mechanics.
from game design elements to gamefulness defining gamification
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