It's all fun and games... A history of ideas concerning gamification
نویسنده
چکیده
The paper offers the first results of an analysis of popular gamification guidebook publications. Using the way these guidebooks consider digital games as a starting point, I single out three of the most commonly mentioned associations with games and put them in the context of the overarching ideas that infuse them. After discussing the relationship of gamification and 1960’s behavioral experiments in psychiatric wards, I outline the most important issues that the analysis entails for further research.
منابع مشابه
Analyzing Proprietary Games Engines for Developing Educational and Serious Games
Gamification is the use of game design elements to enhance the teaching-learning process; with gamification it is possible to make a routine nongame activity such into a game that is engaging and fun. Also serious games are proposed as a more efficient and enjoyable way to carry out cognitive assessment, the serious games combine a serious intention with game's rules and targets. This paper pre...
متن کاملGamifying Fitness or Fitnessifying Games: a Comparative Study
Fitnessor exergames are ubiquitously available, but often lack the main ingredient of successfully gamified systems: fun. This can be attributed to the typical way of designing such games – highly focusing on specific physical activities, thus, gamifying fitness. Instead, we propose a novel alternate approach to improve motivation for exergaming, which we call fitnessification: integrating phys...
متن کاملA review on symmetric games: theory, comparison and applications
Game theory models decision makers' behaviors in strategic situations. Since the structures of games are different, behavior and preferences of the players are different in various types of game. This paper reviews various situations of games. Here, characteristics of some common games are discussed and compared. Specifically, we focus on a group of games called symmetric games including Prison...
متن کاملThe role of Gamification in Knowledge Sharing using Grounded Theory and MAXQDA Qualitative Modeling
Background and Aim: Today, knowledge is essential to the survival and success of any organization. Given that they are the people who create, share and use knowledge, an organization cannot effectively use knowledge unless its employees are willing to share their knowledge and attract knowledge of others. On the other hand, Gamification involves combining the usual mechanisms in the games with ...
متن کاملGamifying Self-Management of Chronic Illnesses: A Mixed-Methods Study
BACKGROUND Self-management of chronic illnesses is an ongoing issue in health care research. Gamification is a concept that arose in the field of computer science and has been borrowed by many other disciplines. It is perceived by many that gamification can improve the self-management experience of people with chronic illnesses. This paper discusses the validation of a framework (called The Whe...
متن کامل