The Art of Computer Game Design
The Art of Computer Game Design
Persuasive Games: The Expressive Power of Videogames
Persuasive Games: The Expressive Power of Videogames
Rules of Play: Game Design Fundamentals
Rules of Play: Game Design Fundamentals
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
From game design elements to gamefulness: defining "gamification"
Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments
Well-Being's predictive value: a gamified approach to managing smart communities
OCSC'13 Proceedings of the 5th international conference on Online Communities and Social Computing
Competing or aiming to be average?: normification as a means of engaging digital volunteers
Proceedings of the 17th ACM conference on Computer supported cooperative work & social computing
An experience report on using gamification in technical higher education
Proceedings of the 45th ACM technical symposium on Computer science education
Social Network Games: Players' Perspectives
Simulation and Gaming
Perceived and Actual Role of Gamification Principles
UCC '13 Proceedings of the 2013 IEEE/ACM 6th International Conference on Utility and Cloud Computing
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During recent years "gamification" has gained significant attention among practitioners and game scholars. However, the current understanding of gamification has been solely based on the act of adding systemic game elements into services. In this paper, we propose a new definition for gamification, which emphases the experiential nature of games and gamification, instead of the systemic understanding. Furthermore, we tie this definition to theory from service marketing because majority of gamification implementations aim towards goals of marketing, which brings to the discussion the notion of how customer / user is always ultimately the creator of value. Since now, the main venue for academic discussion on gamification has mainly been the HCI community. We find it relevant both for industry practitioners as well as for academics to study how gamification can fit in the body of knowledge of existing service literature because the goals and the means of gamification and marketing have a significant overlap.