2016
DOI: 10.1007/978-3-319-46100-7_27
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Productive Gaming

Abstract: Video games can be appropriated for productive purposes. Commercial games and game engines are often used for video productions, and game development companies provide development kits and modding environments to gaming communities and independent developers. With gamification, game principles are deployed in non-game contexts for benefits beyond pure entertainment. Most approaches are more focused on using games and their design elements rather than the process of playing. We propose a video game category whe… Show more

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Cited by 4 publications
(3 citation statements)
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“…Gamification is a mechanism or element of the game to make available affordance for game events in non-game environments (Brandstätter & Sommerer, 2016;Müller et al, 2016). It is difficult to claim when the idea of gamification surfaced.…”
Section: Flow Theory and Gamificationmentioning
confidence: 99%
“…Gamification is a mechanism or element of the game to make available affordance for game events in non-game environments (Brandstätter & Sommerer, 2016;Müller et al, 2016). It is difficult to claim when the idea of gamification surfaced.…”
Section: Flow Theory and Gamificationmentioning
confidence: 99%
“…Books can be selected and information is shown by shooting at them, a second fire round displays extended information, and a third shot could even fill out the respective lending form. The presented play environments, that foremost aim at a productive outcome rather than solely entertainment purpose can be referred to as games or play for productivity [1].…”
Section: Related Workmentioning
confidence: 99%
“…Games and play have been researched in many non-playing contexts like gamification [6], serious games [10], or games with a purpose [16] and prove to be beneficial in other contexts than pure entertainment. In relation to productive outcomes of play, it has been pointed out that play is not the opposite of work, and that we have to question the often stated unproductivity of game and play [11,3]. Existing implementations of playful productivity applications and the use of existing games for the generation of content in a productive manner prove factors of enjoyment, learnability, and creative expression [4,14].…”
Section: Literature Reviewmentioning
confidence: 99%