Gamification in theory and action: A survey

@article{Seaborn2015GamificationIT,
  title={Gamification in theory and action: A survey},
  author={Katie Seaborn and Deborah I. Fels},
  journal={Int. J. Hum. Comput. Stud.},
  year={2015},
  volume={74},
  pages={14-31}
}

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References

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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,
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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.
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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.
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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.
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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.
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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.
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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.
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