Dies ist eine Übersichtsseite mit Metadaten zu dieser wissenschaftlichen Arbeit. Der vollständige Artikel ist beim Verlag verfügbar.
From game design elements to gamefulness
7.523
Zitationen
4
Autoren
2011
Jahr
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.
Ähnliche Arbeiten
Convergence Culture: Where Old and New Media Collide
2017 · 6.969 Zit.
What Video Games Have to Teach Us about Learning and Literacy
2004 · 6.693 Zit.
Simulacra and Simulation
1995 · 6.379 Zit.
Life on the Screen: Identity in the Age of the Internet
1997 · 6.287 Zit.
Convergence Culture: Where Old and New Media Collide
2007 · 5.550 Zit.