Strengthening gamification studies: Current trends and future opportunities of gamification research
- BusinessInt. J. Hum. Comput. Stud.
Research Commentary: Setting a Definition, Context, and Theory-Based Research Agenda for the Gamification of Non-Gaming Applications
- BusinessAIS Trans. Hum. Comput. Interact.
It is concluded that using a multi-theoretical perspective in the creation of a research agenda should help and encourage IS researchers to take a lead role in this promising and emerging area of study.
Serious Games and Gamification in the Corporate Training Environment: a Literature Review
Gamification is the concept of leveraging the psychological predisposition to engage in gaming, using mechanisms that game designers have applied in making video games, as a potential means to make…
Motivational Affordances to Gamification in Workplace: A Literature Review and Proposed Framework
There are no suitable criteria for use in gamification based on game elements in the world of work by examining and evaluating workers as a team in a contextual context, and an understanding of the interactions between components in the application of elements present ingamification related to work is shown.
Gamification in E-Commerce
- BusinessResearch Anthology on E-Commerce Adoption, Models, and Applications for Modern Business
The gamification term, derived from the game concept, is the use of game-design elements (e.g., points, badges, levels, and leaderboards) in non-game contexts, often with the purpose of motivating…
The rise of motivational information systems: A review of gamification research
- Computer ScienceInt. J. Inf. Manag.
Main gamification concepts: A systematic mapping study
GamiCSM: relating education, culture and gamification - a link between worlds
This work proposes and evaluates a representative model to understand better the relationship between cultural factors and gamification within educational domains, namely the Gamification for Cultural Studies Model (GamiCSM), and proposes a starting model containing some additional refinements and improvements.
- BusinessUtilizing Gamification in Servicescapes for Improved Consumer Engagement
This chapter argues that gamification is primarily of practical importance and discusses research strategies that could be used to approach gamification studies from practice-based perspectives.…
Towards Meaningful Engagement : A Framework for Design and
- Computer Science
This commentary calls upon information systems scholars to investigate the design and use of gamified information systems from a variety of disciplinary perspectives and theories, including behavioral economics, psychology, social psychology, information systems, etc.
SHOWING 1-10 OF 131 REFERENCES
Gamification : Toward a Definition
This paper proposes a working definition of the term gamification as the use of game design elements in non-game contexts. This definition is related to similar concepts such as serious games,…
Defining gamification: a service marketing perspective
A new definition for gamification is proposed, which emphases the experiential nature of games and gamification, instead of the systemic understanding, and ties this definition to theory from service marketing because majority of gamification implementations aim towards goals of marketing, which brings to the discussion the notion of how customer / user is always ultimately the creator of value.
Gamifying learning experiences: Practical implications and outcomes
- EducationComput. Educ.
A User-Centered Theoretical Framework for Meaningful Gamification
- Computer Science
The concept of meaningful gamification is introduced through a user-centered exploration of theories behind organismic integration theory, situational relevance, situated motivational affordance, universal design for learning, and player-generated content.
Soviet and American precursors to the gamification of work
It is argued the gamification-of-work movement has at least two major precursors, one in the Soviet Union of the early to mid 20th century, and another in American management of the late 20th and early 21st centuries.
From game design elements to gamefulness: defining "gamification"
- Computer ScienceMindTrek
A definition of "gamification" is proposed as the use of game design elements in non-game contexts and it is suggested that "gamified" applications provide insight into novel, gameful phenomena complementary to playful phenomena.
Gamification - Design of IT-Based Enhancing Services for Motivational Support and Behavioral Change
- Computer ScienceBus. Inf. Syst. Eng.
This approach derives from the domain of game design and is called gamification enriching products, services, and information systems with game-design elements in order to positively influence motivation, productivity, and behavior of users.
Mobile communication, gamification and ludification
This paper aims at suggesting a new approach to this concept through taking one step back, and looking at "ludification" instead of "gamification", to understand what is the real range of these two terms.
Gamification as a Strategy for Promoting Deeper Investigation in a Reverse Engineering Activity
This paper explores the impacts of gamification on students’ investigations in a reverse engineering activity. The activity, which occurs in the first month of a freshman design and communication…
Gamification by Design - Implementing Game Mechanics in Web and Mobile Apps
This book provides the design strategy and tactics you need to integrate game mechanics into any kind of consumer-facing website or mobile app.