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Designing for fun and play: exploring possibilities in design for gamification

Published: 02 October 2013 Publication History

Abstract

Gamification -- the use of game design elements in non-game contexts -- is touted by many as the solution of how to make applications and processes more engaging to people that may have little or no motivation to engage with them otherwise. Based upon a literature review, the paper argues for guidelines concerning two aspects of gamifying an activity: ensuring that a continued focus on the main activities can be preserved and considering designing for playfulness. Furthermore, the relation between gamification and play is discussed, and some possible issues with gamification are presented.

References

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Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011, September). From game design elements to gamefulness: defining gamification. In Proceedings MindTrek. ACM (2011), 9--15.
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Deterding, S., Björk, S., Nacke, L., Dixon, D., and Lawley, E. Designing gamification: creating gameful and playful experiences. CHI'13 Extended Abstracts on Human Factors in Computing Systems (2013). 3263--3266

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  • (2024)A Review of Empirical Studies on Gamification in K-12 Environmental Education: Is This Chocolate-Covered Broccoli?2024 IEEE Global Engineering Education Conference (EDUCON)10.1109/EDUCON60312.2024.10578636(01-10)Online publication date: 8-May-2024
  • (2024)Digital Pedagogies for Sustainable Futures: The Role of Gamification to Enhance Student LearningSustainability in Business Education, Research and Practices10.1007/978-3-031-55996-9_19(291-301)Online publication date: 7-Apr-2024
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    cover image ACM Other conferences
    Gamification '13: Proceedings of the First International Conference on Gameful Design, Research, and Applications
    October 2013
    148 pages
    ISBN:9781450328159
    DOI:10.1145/2583008
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

    Sponsors

    • UWATERLOO: University of Waterloo
    • IMMERSe: IMMERSe Network
    • Waterloo Stratford Campus: University of Waterloo Stratford Campus
    • University of Ontario Institute of Technology

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    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 02 October 2013

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    Author Tags

    1. design suggestions
    2. fun
    3. games
    4. gamification
    5. intrinsic and extrinsic motivation
    6. play
    7. playfulness

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    • Short-paper

    Funding Sources

    • European EVINN Interreg IVA project

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    Gamification '13
    Sponsor:
    • UWATERLOO
    • IMMERSe
    • Waterloo Stratford Campus
    Gamification '13: Gameful Design, Research, and Applications
    October 2 - 4, 2013
    Ontario, Toronto, Canada

    Acceptance Rates

    Gamification '13 Paper Acceptance Rate 9 of 25 submissions, 36%;
    Overall Acceptance Rate 9 of 25 submissions, 36%

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    Cited By

    View all
    • (2024)Augmented reality and gamification in higher education: Designing mobile interaction to enhance students’ motivation and learningE-Learning and Digital Media10.1177/20427530241239981Online publication date: 16-Mar-2024
    • (2024)A Review of Empirical Studies on Gamification in K-12 Environmental Education: Is This Chocolate-Covered Broccoli?2024 IEEE Global Engineering Education Conference (EDUCON)10.1109/EDUCON60312.2024.10578636(01-10)Online publication date: 8-May-2024
    • (2024)Digital Pedagogies for Sustainable Futures: The Role of Gamification to Enhance Student LearningSustainability in Business Education, Research and Practices10.1007/978-3-031-55996-9_19(291-301)Online publication date: 7-Apr-2024
    • (2023)Investigating the Effects of Gamification and Ludicization on Learning Achievement and MotivationInternational Journal of Technology-Enhanced Education10.4018/IJTEE.3261272:1(1-19)Online publication date: 14-Jul-2023
    • (2023)Reconciling Nature-Technology-Child Connections: Smart Cities and the Necessity of a New Paradigm of Nature-Sensitive Technologies for Today’s ChildrenSustainability10.3390/su1508645315:8(6453)Online publication date: 11-Apr-2023
    • (2023)Asking meaningful questions in digital outdoor learning tool - a way to support conceptual changeEnvironmental Education Research10.1080/13504622.2023.221341530:5(775-793)Online publication date: 24-May-2023
    • (2022)The Counterproductive Effects on Learning Achievement and Intrinsic Motivation for Ludicization as an Online Learning Pedagogy Involving Game ElementsInternational Journal of Online Pedagogy and Course Design10.4018/IJOPCD.30908012:1(1-18)Online publication date: 31-Aug-2022
    • (2022)Gamification and Health in a Holistic PerspectiveHandbook of Research on Cross-Disciplinary Uses of Gamification in Organizations10.4018/978-1-7998-9223-6.ch009(185-206)Online publication date: 2022
    • (2022)Gamification in Science Education: Challenging Disengagement in Socially Deprived CommunitiesJournal of Chemical Education10.1021/acs.jchemed.2c00089100:1(170-177)Online publication date: 5-Dec-2022
    • (2022)Gamification Design in Education: What Might Give a Sense of Play and Learning?Technology, Knowledge and Learning10.1007/s10758-022-09604-y27:4(1039-1061)Online publication date: 28-Apr-2022
    • Show More Cited By

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