MétaCan
← all works

From game design elements to gamefulness

2011· article· en· 7,824 citations· W2023718959 on OpenAlex· 10.1145/2181037.2181040

Why is this work in the frame?

A frame that forgets how it found something cannot be audited. These are the routes that admitted this work.

Canadian affiliationAn author listed a Canadian institution. This is the only route the usual frame has.

Abstract

Recent years have seen a rapid proliferation of mass-market consumer software that takes inspiration from video games. Usually summarized as "gamification", this trend connects to a sizeable body of existing concepts and research in human-computer interaction and game studies, such as serious games, pervasive games, alternate reality games, or playful design. However, it is not clear how "gamification" relates to these, whether it denotes a novel phenomenon, and how to define it. Thus, in this paper we investigate "gamification" and the historical origins of the term in relation to precursors and similar concepts. It is suggested that "gamified" applications provide insight into novel, gameful phenomena complementary to playful phenomena. Based on our research, we propose a definition of "gamification" as the use of game design elements in non-game contexts.

Fetched live from OpenAlex and de-inverted. Abstracts are not stored in this database: the inverted indexes are 8.6 GB of the frame’s 9.3 GB of text, and the host has 13 GB free.

The record

Venue
Topic
Digital Games and Media
Field
Social Sciences
Canadian institutions
Ontario Tech University
Funders
Keywords
Computer scienceHuman–computer interactionPhenomenonRelation (database)Game mechanicsGame designVideo gameGame DeveloperMultimediaGame art designVideo game designMetagamingSoftwareGame theoryNon-cooperative gameEpistemologySimultaneous game
Has abstract in OpenAlex
yes