Doom as an interface for process management
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
The drift table: designing for ludic engagement
CHI '04 Extended Abstracts on Human Factors in Computing Systems
interactions - Funology
ACM SIGCHI Bulletin
Half-Real: Video Games between Real Rules and Fictional Worlds
Half-Real: Video Games between Real Rules and Fictional Worlds
GameFlow: a model for evaluating player enjoyment in games
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
From Sun Tzu to Xbox: War and Video Games
From Sun Tzu to Xbox: War and Video Games
Rules of Play: Game Design Fundamentals
Rules of Play: Game Design Fundamentals
Functional Fun with Tangible User Interfaces
DIGITEL '07 Proceedings of the The First IEEE International Workshop on Digital Game and Intelligent Toy Enhanced Learning
The lens of ludic engagement: evaluating participation in interactive art installations
Proceedings of the 15th international conference on Multimedia
A study in play, pleasure and interaction design
DPPI '07 Proceedings of the 2007 conference on Designing pleasurable products and interfaces
Designing games with a purpose
Communications of the ACM - Designing games with a purpose
Technical opinion: Motivational affordances: reasons for ICT design and use
Communications of the ACM - Remembering Jim Gray
Challenges for Game Designers
Applying game achievement systems to enhance user experience in a photo sharing service
Proceedings of the 13th International MindTrek Conference: Everyday Life in the Ubiquitous Era
A Casual Revolution: Reinventing Video Games and Their Players
A Casual Revolution: Reinventing Video Games and Their Players
Pervasive Games: Theory and Design
Pervasive Games: Theory and Design
PLEX Cards: a source of inspiration when designing for playfulness
Proceedings of the 3rd International Conference on Fun and Games
Evaluating User Experience in Games: Concepts and Methods
Evaluating User Experience in Games: Concepts and Methods
Reality Is Broken: Why Games Make Us Better and How They Can Change the World
Reality Is Broken: Why Games Make Us Better and How They Can Change the World
Building sensitising terms to understand free-play in open-ended interactive art environments
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Gamification. using game-design elements in non-gaming contexts
CHI '11 Extended Abstracts on Human Factors in Computing Systems
Calibration games: making calibration tasks enjoyable by adding motivating game elements
Proceedings of the 24th annual ACM symposium on User interface software and technology
Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps
Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps
Fun Inc.: Why Gaming Will Dominate the Twenty-First Century
Fun Inc.: Why Gaming Will Dominate the Twenty-First Century
Playful Design
Motivating participation in social computing applications: a user modeling perspective
User Modeling and User-Adapted Interaction
Influencing the adoption of software engineering methods using social software
Proceedings of the 34th International Conference on Software Engineering
Serious games as input versus modulation: different evaluations of utility
BCS-HCI '12 Proceedings of the 26th Annual BCS Interaction Specialist Group Conference on People and Computers
GamiCAD: a gamified tutorial system for first time autocad users
Proceedings of the 25th annual ACM symposium on User interface software and technology
Defining gamification: a service marketing perspective
Proceeding of the 16th International Academic MindTrek Conference
Soviet and American precursors to the gamification of work
Proceeding of the 16th International Academic MindTrek Conference
Playing in the wild: enhancing user engagement in field evaluation methods
Proceeding of the 16th International Academic MindTrek Conference
Investigando a percepção dos usuários sobre os mecanismos de gamificação da rede social foursquare
Companion Proceedings of the 11th Brazilian Symposium on Human Factors in Computing Systems
A social gamification framework for a K-6 learning platform
Computers in Human Behavior
Proceedings of the 2013 conference on Computer supported cooperative work
Gamifying learning experiences: Practical implications and outcomes
Computers & Education
NoobLab: An Intelligent Learning Environment for Teaching Programming
WI-IAT '12 Proceedings of the The 2012 IEEE/WIC/ACM International Joint Conferences on Web Intelligence and Intelligent Agent Technology - Volume 03
Communication pedometer: a discussion of gamified communication focused on frequency of smiles
Proceedings of the 4th Augmented Human International Conference
Taskville: visualizing tasks and raising awareness in the workplace
CHI '13 Extended Abstracts on Human Factors in Computing Systems
Research-derived guidelines for designing toddlers' healthcare games
CHI '13 Extended Abstracts on Human Factors in Computing Systems
Disassembling gamification: the effects of points and meaning on user motivation and performance
CHI '13 Extended Abstracts on Human Factors in Computing Systems
CHI and the future robot enslavement of humankind: a retrospective
CHI '13 Extended Abstracts on Human Factors in Computing Systems
Playing with leadership and expertise: military tropes and teamwork in an arg
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Designing gamification: creating gameful and playful experiences
CHI '13 Extended Abstracts on Human Factors in Computing Systems
Proceedings of the 3rd International Conference on Web Intelligence, Mining and Semantics
Using gamification to motivate children to complete empirical studies in lab environments
Proceedings of the 12th International Conference on Interaction Design and Children
Skillometers: reflective widgets that motivate and help users to improve performance
Proceedings of the 26th annual ACM symposium on User interface software and technology
The adoption of gamification in e-banking
Proceedings of the 2013 International Conference on Information Systems and Design of Communication
COR: a new course framework based on elements of game design
Proceedings of the 14th annual ACM SIGITE conference on Information technology education
Proceedings of The 9th Australasian Conference on Interactive Entertainment: Matters of Life and Death
Proceedings of The 9th Australasian Conference on Interactive Entertainment: Matters of Life and Death
Gameful design in the automotive domain: review, outlook and challenges
Proceedings of the 5th International Conference on Automotive User Interfaces and Interactive Vehicular Applications
An introduction to human computation and games with a purpose
ICWE'13 Proceedings of the 13th international conference on Web Engineering
Educational inclusiveness through ludic engagement and digital creativity
UAHCI'13 Proceedings of the 7th international conference on Universal Access in Human-Computer Interaction: applications and services for quality of life - Volume Part III
RuleML'13 Proceedings of the 7th international conference on Theory, Practice, and Applications of Rules on the Web
DUXU'13 Proceedings of the Second international conference on Design, User Experience, and Usability: health, learning, playing, cultural, and cross-cultural user experience - Volume Part II
An experience report on using gamification in technical higher education
Proceedings of the 45th ACM technical symposium on Computer science education
How (not) to introduce badges to online exercises
Proceedings of the 45th ACM technical symposium on Computer science education
Khan academy gamifies computer science
Proceedings of the 45th ACM technical symposium on Computer science education
Being chased by zombies!: understanding the experience of mixed reality quests
Proceedings of the 25th Australian Computer-Human Interaction Conference: Augmentation, Application, Innovation, Collaboration
Proceedings of the 45th ACM technical symposium on Computer science education
Device-Independent Architecture for ubiquitous applications
Personal and Ubiquitous Computing
Processing Combinatorial Thinking: Innovators Marketplace as Role-Based Game Plus Action Planning
International Journal of Knowledge and Systems Science
Perceived and Actual Role of Gamification Principles
UCC '13 Proceedings of the 2013 IEEE/ACM 6th International Conference on Utility and Cloud Computing
GaML - A Modeling Language for Gamification
UCC '13 Proceedings of the 2013 IEEE/ACM 6th International Conference on Utility and Cloud Computing
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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.