Research

Gamification: Using Game Design Elements in Non-Gaming Contexts

Gamification: Using Game Design Elements in Non-Gaming Contexts

Gamification: Using Game Design Elements in Non-Gaming Contexts

Gamification: Using Game Design Elements in Non-Gaming Contexts

Sebastian Deterding, Miguel Sicart, Lennart Nacke, Kenton O’Hara, Dan Dixon

Abstract

“Gamification” is an informal umbrella term for the use of video game elements in non-gaming systems to improve user experience (UX) and user engagement. The introduction of ‘gamified’ applications to large audiences promises new additions to the existing rich and diverse research on the heuristics, design patterns and dynamics of games and game-based systems the positive UX they provide. However, what is lacking for a next step forward is the integration of these diverse research endeavors. Therefore, this one-day workshop brings together researchers and practitioners to develop a shared understanding of existing approaches and findings around the gamification of information systems, and identify key synergies, opportunities, and questions for future research.”

 Reference

Deterding, S., Sicart, M., Nacke, L., O'Hara, K., & Dixon, D. (2011). Gamification. using game-design elements in non-gaming contexts. In CHI'11 extended abstracts on human factors in computing systems (pp. 2425-2428). http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.186.3039&rep=rep1&type=pdf

Keywords

Gamification, game design, design patterns,motivational affordances, funology, persuasive technology, games with a purpose