2013
DOI: 10.1080/15228959.2013.815502
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Gaming and Gamification

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Cited by 19 publications
(11 citation statements)
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“…Some influential observers have essentially equated the push to use Open Badges in educational settings with the movement toward CBE (e.g., Afterschool Alliance, 2015; American Council on Education, 2016; Blackburn et al, 2016;Duncan, 2011). Likewise, proponents of gamification have pointed out obvious connections with digital badges (e.g., Buckingham, 2014;Mallon, 2013;Metzger et al, 2016).…”
Section: Badge Design Principles Derived From Comparing Types Of Badgmentioning
confidence: 99%
“…Some influential observers have essentially equated the push to use Open Badges in educational settings with the movement toward CBE (e.g., Afterschool Alliance, 2015; American Council on Education, 2016; Blackburn et al, 2016;Duncan, 2011). Likewise, proponents of gamification have pointed out obvious connections with digital badges (e.g., Buckingham, 2014;Mallon, 2013;Metzger et al, 2016).…”
Section: Badge Design Principles Derived From Comparing Types Of Badgmentioning
confidence: 99%
“…22 Melissa Mallon offered summaries of nine games produced for higher education, several of which were specifically created for use by academic libraries. 23 Many of these online library games reviewed used Flash, or required players to download the game before playing. By contrast, J.…”
Section: Gamification Use In Librariesmentioning
confidence: 99%
“…It is likely that the use of this transformational engagement-medium will expand as citizens are increasingly exposed to such practices in their everyday lives, through the widespread use of mobile telephone apps and games, and activity monitors such as fitness trackers. Mallon [48] draws parallels with the application of gamification techniques across a number of sectors, including higher education, and claims that the use of digital games is almost 'ubiquitous' in social media. Smart meters and energy apps have been introduced to monitor home energy use [25,27], they offer the potential to moderate citizens' behaviour, the results of which could be reduced fuel costs, and an environmental benefit in terms of a 'feel-good factor' through acting sustainably [60].…”
Section: Incentivisation and Gamificationmentioning
confidence: 99%