The Choice of Serious Games and Gamification

A Case Study to Illustrate Key Differences
  • Manuel Oliveira
  • Sobah Petersen
Conference paper

DOI: 10.1007/978-3-319-11623-5_18

Volume 8778 of the book series Lecture Notes in Computer Science (LNCS)
Cite this paper as:
Oliveira M., Petersen S. (2014) The Choice of Serious Games and Gamification. In: Ma M., Oliveira M.F., Baalsrud Hauge J. (eds) Serious Games Development and Applications. SGDA 2014. Lecture Notes in Computer Science, vol 8778. Springer, Cham

Abstract

When analyzing past and existing trends, gamification has unarguably invaded the mainstream media in a more pervasive way than serious games. In the literature, there has been a wide range of meanings for gamification, some detractors abhorring the term to others stating it encompasses everything to do with games and entertainment. This inconsistent nomenclature and undefined scope has led to the erroneous belief that gamification and serious games are synonymous. The aim of this paper is to present the distinct differences supported by case study of the use of both gamification and serious games within the same project aimed at social innovation within the neighbourhoods.

Keywords

Serious Games Gamification 

Preview

Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.

Copyright information

© Springer International Publishing Switzerland 2014

Authors and Affiliations

  • Manuel Oliveira
    • 1
  • Sobah Petersen
    • 1
  1. 1.Sintef, Technology and SocietyTrondheimNorway