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From Game Design Elements to Gamefulness: Defining “Gamification”

  • Sebastian Deterding
    ,
  • Dan Dixon
    ,
  • Rilla Khaled
    ,
  • Lennart Nacke
  • University of Hamburg
    ,
  • University of the West of England
    ,
  • Ontario Tech University
Research Output:
Conference Article in Proceeding or Book/Report chapter
Article in proceedings
Peer-review

Publication Information

Output type

Research Output:
Conference Article in Proceeding or Book/Report chapter
Article in proceedings
Peer-review

Original language

English

Publication milestones

  • Published - 2011

Publication status

Published - 2011
978-1-4503-0816-8

Publication IDs

  • Scopus: 84860665893

Host publication title

Proceedings of MindTrek 2011

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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