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Gamification: Thoughts on definition and design

Gamification: Thoughts on definition and design

Gamification: Thoughts on definition and design

By Zachary Fitz-Walker

August 27, 2012

Originally Published Here

Summary

If this is the case then the focus should be on the design of the game elements, drawing from game design theory and understanding the motivation to play games in order to create the most engaging player experience that will keep people playing.

The most complete and solid definition proposed has been by Deterding, Dixon, Khaled and Nacke who define gamification as "The use of game design elements in non-game contexts".

With this definition the authors aim to separate gamification from toys, playful design and games in terms of two dimensions, one that distinguishes between playing and gaming and the other between whole and parts.

In this way gamification can be seen as relating closer to games rather than design that incorporates elements of play.

The term gamification denotes an artifact with game elements rather than a full-fledged game but the authors do note that this boundary between these two can be blurry at the best of times.

If the addition of game elements to a non-game context promote play in a similar way to games then supporting these three needs can potentially create a more enjoyable gamification experience.

I aim to adopt a model of player engagement from game theory to aid and inform the design of future gamification designs, in particular for mobile contexts.

Reference

Fitz-Walter, Z. (2012, April 27). Gamification: Thoughts on definition and design. Retrieved October 27, 2021, from https://www.gamedeveloper.com/design/gamification-thoughts-on-definition-and-design