Synonyms
Definition
Gamification is the intentional application of game elements to nongame contexts, with the intention of creating playful experiences or gameful interaction. It is often used to motivate and increase user activity or user retention.
Introduction
A synthesis by Seaborn and Fels (2015, p. 17) that considers seminal works on gamification (Deterding et al. 2011; Huotari and Hamari 2012) defines gamification as the “intentional use of game elements for a gameful experience of non-game tasks and contexts.” In this gamification is different from serious games, which involve the use of full games in serious, nongame contexts.
Gamification has been used to increase engagement in education (Auvinen et al. 2015), compliance and satisfaction in healthcare (Stinson et al. 2013), user activity in sharing economy (Hamari 2017), and quality and performance in crowdsourcing (Liu et al. 2011; Massung et al. 2013). Currently most...
This is a preview of subscription content, log in via an institution.
References
Aparicio, A.F., Vela, F.L.G., Sánchez, J.L.G., Montes, J.L.I.: Analysis and application of gamification. In: Proceedings of the 13th International Conference on Interacción Persona-Ordenador, p. 17. ACM, New York (2012)
Auvinen, T., Hakulinen, L., Malmi, L.: Increasing students’ awareness of their behavior in online learning environments with visualizations and achievement badges. IEEE Trans. Learn. Technol. 8, 261–273 (2015)
Deci, E.L., Ryan, R.M.: The “what” and “why” of goal pursuits: human needs and the self-determination of behavior. Psychol. Inq. 11, 227–268 (2000)
Deterding, S.: Eudaimonic Design, or: Six Invitations to Rethink Gamification. Social Science Research Network, Rochester (2014)
Deterding, S.: The lens of intrinsic skill atoms: a method for gameful design. Hum. Comput. Interact. 30, 294–335 (2015)
Deterding, S., Dixon, D., Khaled, R., Nacke, L.: From game design elements to gamefulness: defining “gamification”. In: Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments, pp. 9–15. ACM, New York (2011)
Hamari, J.: Do badges increase user activity? A field experiment on the effects of gamification. Comput. Hum. Behav. 71, 469–478 (2017)
Huotari, K., Hamari, J.: Defining gamification: a service marketing perspective. In: Proceeding of the 16th International Academic MindTrek Conference, pp. 17–22. ACM, New York (2012)
Kapp, K.M.: The Gamification of Learning and Instruction: Game-Based Methods and Strategies for Training and Education. Wiley, Hoboken (2012)
Kasurinen, J., Knutas, A.: Publication trends in gamification: a systematic mapping study. Comput. Sci. Rev. 27, 33–44 (2018)
Liu, Y., Alexandrova, T., Nakajima, T.: Gamifying intelligent environments. In: Proceedings of the 2011 International ACM Workshop on Ubiquitous Meta User Interfaces, pp. 7–12. ACM, New York (2011)
Massung, E., Coyle, D., Cater, K.F., Jay, M., Preist, C.: Using crowdsourcing to support pro-environmental community activism. In: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, pp. 371–380. ACM, New York (2013)
Nacke, L.E., Deterding, S.: The maturing of gamification research. Comput. Hum. Behav. 71, 450–454 (2017)
Nicholson, S.: A user-centered theoretical framework for meaningful gamification. Games Learn. Soc. 8, 223–230 (2012)
Ryan, R.M., Deci, E.L.: Intrinsic and extrinsic motivations: classic definitions and new directions. Contemp. Educ. Psychol. 25, 54–67 (2000)
Seaborn, K., Fels, D.I.: Gamification in theory and action: a survey. Int. J. Hum. Comput. Stud. 74, 14–31 (2015)
Stinson, J.N., Jibb, L.A., Nguyen, C., Nathan, P.C., Maloney, A.M., Dupuis, L.L., Gerstle, J.T., Alman, B., Hopyan, S., Strahlendorf, C., Portwine, C., Johnston, D.L., Orr, M.: Development and testing of a multidimensional iPhone pain assessment application for adolescents with cancer. J. Med. Internet Res. 15, e51 (2013)
Werbach, K., Hunter, D.: For the Win: How Game Thinking Can Revolutionize Your Business. Wharton Digital Press, Philadelphia (2012)
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2018 Springer International Publishing AG
About this entry
Cite this entry
Knutas, A. (2018). Gamification. In: Lee, N. (eds) Encyclopedia of Computer Graphics and Games. Springer, Cham. https://doi.org/10.1007/978-3-319-08234-9_219-1
Download citation
DOI: https://doi.org/10.1007/978-3-319-08234-9_219-1
Received:
Accepted:
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-319-08234-9
Online ISBN: 978-3-319-08234-9
eBook Packages: Springer Reference Computer SciencesReference Module Computer Science and Engineering