Gamification and Law

  title={Gamification and Law},
  author={Kai Erenli},
Games require rules, without rules there would not be any Gameplay (Kapp 2012: 29). Games are defined by the Game Design, which lays out the path: players may be able to choose a path on their own, or they may be bound to a certain route. Whether these rules (Salen & Zimmermann. Rules of play: Game design fundamentals. Cambridge, MA: MIT Press; 2003: 259) describe how a game is played (“Operational Rules”), are underlying formal structures which dictate game functionality (“Constitutional Rules… Expand
3 Citations

Paper Mentions

Recognizing peoples’ reluctance to read a long and complex legal document and their limited attention, this Article suggests a novel and interdisciplinary approach to tackle the no-reading problem byExpand
The Gamification Model for E-Learning Participants Engagement
The aim of this article is to present the gamification model for e-learning participants’ engagement and the results of implementation of thegamification model. Expand


The state of play : law, games, and virtual worlds
Part I: Introduction1. Introduction 2. Virtual Worlds: A PrimerPart II: Game Gods and Game Players3. Virtual Worldliness 4. Declaring the Rights of Players5. The Right to Play 6. Law and Liberty inExpand
The Laws of the Virtual Worlds
This Article examines the implications of virtual worlds for the understanding of law, and demonstrates how law affects the interests of those within the world. Expand
The Right to Play
A corporation is a fantasy, a fictional person created by law and endowed with certain rights and responsibilities. We create these fictional people because we've learned it is useful and sensible toExpand
The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education
This book explains how to match different game strategies to types of learning content for the right learning outcome and discusses how gamification techniques can be used in a variety of settings to improve learning, retention and application of knowledge. Expand
Rules of play: game design fundamentals
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. Also included are concepts, strategies,Expand
Virtual Worlds: A First-Hand Account of Market and Society on the Cyberian Frontier
In March 1999, a small number of Californians discovered a new world called Norrath, populated by an exotic but industrious people. About 12,000 people call this place their permanent home, althoughExpand
International Competition Law
Should an international competition agreement be incorporated into the World Trade Organization? Taylor examines this question, arguing that such an agreement would be beneficial. ExistingExpand
Communities of Play: Emergent Cultures in Multiplayer Games and Virtual Worlds
The odyssey of a group of "refugees" from a closed-down online game and an exploration of emergent fan cultures in virtual worlds.
Homo Ludens: A Study of the Play-Element in Culture
The sociology of culture seeks to locate the world of the arts within the broader context of the institutions and ideology of society. This wide-ranging set covers the sociology of dance, literaryExpand
This revised translation of Aristotle's classic treatise contains ten books based on the famous doctrine of the golden mean which advocates taking the middle course between excess and deficiency.Expand