Using game design elements in non-games
Infographic explaining how to apply for and receive an Open Badge, a product of the Nordplus Adult project Open Badges for Adult Educators 2014-2016
Gamification is the attempt to enhance systems, services, organizations, and activities by simulating experiences similar to those experienced when playing games in order to motivate and engage users.[ 1] This is generally accomplished through the application of game design elements and game principles (dynamics and mechanics) in non-game contexts.[ 2] [ 3]
Gamification is part of persuasive system design, and it commonly employs game design elements[ 4] [ 2] [ 5] [ 6] [ 3] to improve user engagement,[ 7] [ 8] [ 9] organizational productivity,[ 10] flow ,[ 11] [ 12] [ 13] learning ,[ 14] [ 15] crowdsourcing ,[ 16] knowledge retention,[ 17] employee recruitment and evaluation, ease of use , usefulness of systems,[ 13] [ 18] [ 19] physical exercise ,[ 20] traffic violations,[ 21] voter apathy ,[ 22] [ 23] public attitudes about alternative energy,[ 24] and more. A collection of research on gamification shows that a majority of studies on gamification find it has positive effects on individuals.[ 25] [ 5] However, individual and contextual differences exist.[ 26]
Gamification can be achieved using different game mechanics and elements which can be linked to 8 core drives when using the Octalysis framework.[ 27]
^ Hamari, J. (2019). "Gamification". The Blackwell Encyclopedia of Sociology . Malden: Blackwell Pub. pp. 1–3. doi :10.1002/9781405165518.wbeos1321 . ISBN 978-1-4051-2433-1 . Archived from the original on 2022-02-26. Retrieved 2022-02-26 . {{cite book }}
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^ a b Sebastian Deterding; Dan Dixon; Rilla Khaled; Lennart Nacke (2011). From game design elements to gamefulness: Defining 'gamification' . Proceedings of the 15th International Academic MindTrek Conference. pp. 9–15. doi :10.1145/2181037.2181040 .
^ a b Robson, K.; Plangger, K.; Kietzmann, J.; McCarthy, I.; Pitt, L. (2015). "Is it all a game? Understanding the principles of gamification". Business Horizons . 58 (4): 411–420. doi :10.1016/j.bushor.2015.03.006 . S2CID 19170739 .
^ Huotari, K.; Hamari, J. (2012). "Defining Gamification – A Service Marketing Perspective" . Proceedings of the 16th International Academic MindTrek Conference 2012, Tampere, Finland, October 3–5 . Archived from the original on 2022-02-26. Retrieved 2019-03-14 .
^ a b Hamari, Juho; Koivisto, Jonna; Sarsa, Harri (2014). "Does Gamification Work?—A Literature Review of Empirical Studies on Gamification" . 2014 47th Hawaii International Conference on System Sciences . pp. 3025–3034. doi :10.1109/HICSS.2014.377 . ISBN 978-1-4799-2504-9 . S2CID 8115805 . Archived from the original on 2022-02-26. Retrieved 2015-08-06 .
^ "Gamification Design Elements" . Enterprise-Gamification.com . Archived from the original on 2014-10-17. Retrieved 2014-10-07 .
^ Hamari, Juho (2013). "Transforming Homo Economicus into Homo Ludens: A Field Experiment on Gamification in a Utilitarian Peer-To-Peer Trading Service" . Electronic Commerce Research and Applications . 12 (4): 236–245. doi :10.1016/j.elerap.2013.01.004 . S2CID 207558946 . Archived from the original on 2014-04-06. Retrieved 2014-02-25 .
^ Hamari, Juho (2015). "Do badges increase user activity? A field experiment on the effects of gamification" . Computers in Human Behavior . 71 : 469–478. doi :10.1016/j.chb.2015.03.036 . S2CID 12168278 . Archived from the original on 2022-02-26. Retrieved 2015-08-06 .
^ Ruhi, Umar (2015-01-01). "Level Up Your Strategy: Towards a Descriptive Framework for Meaningful Enterprise Gamification". Technology Innovation Management Review . 5 (8): 5–16. arXiv :1605.09678 . Bibcode :2016arXiv160509678R . doi :10.22215/timreview/918 . ISSN 1927-0321 . S2CID 4643782 .
^ Zichermann, Gabe ; Cunningham, Christopher (August 2011). "Introduction" . Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps (1st ed.). Sebastopol, California : O'Reilly Media . p. xiv. ISBN 978-1-4493-1539-9 . Archived from the original on 2021-06-02. Retrieved 2012-12-10 .
^ Hamari, J.; Koivisto, J. (2014). "Measuring Flow in Gamification: Dispositional Flow Scale-2" . Computers in Human Behavior . 40 : 133–134. doi :10.1016/j.chb.2014.07.048 . S2CID 10930665 . Archived from the original on 2014-10-18. Retrieved 2014-10-27 .
^ Procci, K.; Singer, A. R.; Levy, K. R.; Bowers, C. (2012). "Measuring the flow experience of gamers: An evaluation of the DFS-2". Computers in Human Behavior . 28 (6): 2306–2312. doi :10.1016/j.chb.2012.06.039 .
^ a b Philipp Herzig; Susanne Strahringer; Michael Ameling (2012). Gamification of ERP Systems-Exploring Gamification Effects on User Acceptance Constructs (PDF) . Multikonferenz Wirtschaftsinformatik 2012 (MKWI'12). pp. 793–804. Archived from the original (PDF) on 2016-06-11. Retrieved 2014-08-02 .
^ Hamari, J.; Shernoff, D. J.; Rowe, E.; Coller. B.; Asbell-Clarke, J.; Edwards, T. (2014). "Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning" . Computers in Human Behavior . 54 : 133–134. doi :10.1016/j.chb.2015.07.045 . S2CID 18525372 . Archived from the original on 2016-09-19. Retrieved 2016-09-11 .
^ Herger, Mario (July 17, 2014). "Gamification Facts & Figures" . Enterprise-Gamification.com. Archived from the original on August 9, 2014. Retrieved July 27, 2014 .
^ Morschheuser, Benedikt; Hamari, Juho; Koivisto, Jonna (2016). "Gamification in Crowdsourcing: A Review" . 2016 49th Hawaii International Conference on System Sciences (HICSS) . pp. 4375–4384. doi :10.1109/HICSS.2016.543 . ISBN 978-0-7695-5670-3 . S2CID 29654897 . Archived from the original on 2016-09-19. Retrieved 2016-09-11 .
^ Dincelli, Ersin; Chengalur-Smith, InduShobha (2020). "Choose your own training adventure: Designing a gamified SETA artefact for improving information security and privacy through interactive storytelling" . European Journal of Information Systems . 29 (6): 669–687. doi :10.1080/0960085X.2020.1797546 .
^ Hamari, Juho; Koivisto, Jonna (2015). "Why do people use gamification services?" . International Journal of Information Management . 35 (4): 419–431. doi :10.1016/j.ijinfomgt.2015.04.006 . S2CID 205281251 . Archived from the original on 2022-02-26. Retrieved 2015-08-06 .
^ Philipp Herzig (2014). Gamification as a Service (Ph.D.). Archived from the original on 2014-09-24. Retrieved 2014-08-02 .
^ Hamari, Juho; Koivisto, Jonna (2015). " "Working out for likes": An empirical study on social influence in exercise gamification" . Computers in Human Behavior . 50 : 333–347. doi :10.1016/j.chb.2015.04.018 . S2CID 16770937 . Archived from the original on 2022-02-26. Retrieved 2015-08-06 .
^ "The Speed Camera Lottery" . TheFunTheory. Archived from the original on 2015-06-30. Retrieved 2015-07-07 .
^ Furbert, Tinee (July 4, 2017). "Senator Furbert Educates Voters With Social App" . BerNews Bermuda. Archived from the original on 15 August 2020. Retrieved 29 January 2021 .
^ "Rethinking Elections With Gamification" . HuffingtonPost. Archived from the original on 2015-09-15. Retrieved 2015-07-07 .
^ Beck, Ariane; Rai, Varun (2016). "Serious Games in Breaking Informational Barriers in Solar Energy". SSRN 2816852 .
^ Scorgie, D.; Feng, Z.; Paes, D.; Parisi, F.; Yiu, T.W.; Lovreglio, R. (March 2024). "Virtual reality for safety training: A systematic literature review and meta-analysis" . Safety Science . 171 : 106372. doi :10.1016/j.ssci.2023.106372 . ISSN 0925-7535 .
^ Koivisto, Jonna; Hamari, Juho (2015). "Demographic differences in perceived benefits from gamification" . Computers in Human Behavior . 35 : 179–188. doi :10.1016/j.chb.2014.03.007 . S2CID 8408304 . Archived from the original on 2022-02-26. Retrieved 2015-08-06 .
^ "Framework" . The Octalysis Group . 2023-09-15. Retrieved 2024-03-14 .