(Re)Defining Gamification: A Process Approach

  • Kevin Werbach
Part of the Lecture Notes in Computer Science book series (LNCS, volume 8462)

Abstract

Gamification is a growing phenomenon of interest to both practitioners and researchers. There remains, however, uncertainty about the contours of the field. Defining gamification as “the process of making activities more game-like” focuses on the crucial space between the components that make up games and the holistic experience of gamefulness. It better fits real-world examples and connects gamification with the literature on persuasive design.

Keywords

Gamification games persuasive design persuasive technology 

Preview

Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.

References

  1. 1.
    Attwood, J.: The Gamification, Coding Horror (October 12, 2011), http://blog.codinghorror.com/the-gamification/
  2. 2.
    Boese, S.: Scoring Serious Results Through Gamification. HREOnline.com (May 13, 2013), http://www.hreonline.com/HRE/print.jhtml?id=534355401
  3. 3.
    Bogost, I.: Persuasive Games: Exploitationware. Gamasutra (May 3, 2011), http://www.gamasutra.com/view/feature/6366/persuasive_games_exploitationware.php
  4. 4.
    Carse, J.: Finite and Infinite Games. Ballantine, New York (1986)Google Scholar
  5. 5.
    Deterding, S., Dixon, D., Khaled, R., Nacke, L.: From Game Design Elements to Gamefulness: Defining “Gamification”. In: MindTrek 2011, pp. 9–15. ACM Press, New York (2011)Google Scholar
  6. 6.
    Fogg, B.: A Behavior Model for Persuasive Design. In: Persuasive 209: 4th International Conference on Persuasive Technology, April 26-29 (2009)Google Scholar
  7. 7.
    Fun Theory, The: The World’s Deepest Bin (September 21, 2009), http://www.thefuntheory.com/worlds-deepest-bin
  8. 8.
    Huotari, K., Hamari, J.: Defining Gamification: a Service Marketing Perspective. In: MindTrek 2012, pp. 17–22. ACM Press, New York (2012)Google Scholar
  9. 9.
    Koster, R.: Narrative is Not a Game Element. RaphKoster.com (January 20, 2012), http://www.raphkoster.com/2012/01/20/narrative-is-not-a-game-mechanic/
  10. 10.
    Mollick, E., Rothbard, N.: Mandatory Fun: Gamification and the Impact of Games at Work (June 10, 2013), http://ssrn.com/abstract=2059841
  11. 11.
    Paharia, R.: Loyalty 3.0: How Big Data and Gamification are Revolutionizing Customer and Employee Engagement. McGraw-Hill (2013)Google Scholar
  12. 12.
    Robertson, M.: Can’t Play, Won’t Play. Hide & Seek (October 6, 2010), http://hideandseek.net/2010/10/06/cant-play-wont-play/
  13. 13.
    Schell, J.: The Art of Game Design: A Book of Lenses. Morgan Kaufmann, San Francisco (2008)Google Scholar
  14. 14.
    Suits, B.: The Grasshopper: Games, Life and Utopia. Broadview Press (2005)Google Scholar
  15. 15.
    Tromp, N., Hekkert, P., Verbeek, P.-P.: Design for Socially Responsible Behavior: a Classification of Influence Based on Intended User Experience. Design Issues 27(3), 3–19 (2011)CrossRefGoogle Scholar
  16. 16.
    Virgin Healthmiles: Employees “Got Game?” Press Release (August 23, 2011), http://us.virginhealthmiles.com/news/Pages/PR_110823_Gamification.aspx
  17. 17.
    Werbach, K., Hunter, D.: For the Win: How Game Thinking Can Revolutionize Your Business. Wharton Digital Press, Philadelphia (2012)Google Scholar
  18. 18.
    Wittgenstein, L.: Philosophical Investigations. Wiley-Blackwell (2010)Google Scholar
  19. 19.
    Zappos: You’ve Been Faced, http://zappified.com/face
  20. 20.

Copyright information

© Springer International Publishing Switzerland 2014

Authors and Affiliations

  • Kevin Werbach
    • 1
  1. 1.The Wharton SchoolUniversity of PennsylvaniaPhiladelphiaUSA

Personalised recommendations