2014
DOI: 10.1007/978-3-319-07127-5_23
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(Re)Defining Gamification: A Process Approach

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Cited by 310 publications
(212 citation statements)
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“…In an attempt to best capture the essence of the underlying concepts and practices, the term gamification has been defined in several ways, such as "the use of game design elements in nongame contexts" (Deterding, Dixon, Khaled, & Nacke, 2011), "the phenomenon of creating gameful experiences" (Hamari, Koivisto, & Sarsa, 2014), or "the process of making activities more game-like" (Werbach, 2014). Empirical work across disciplines has begun to explore how gamification can be used in certain contexts and what behavioral and experiential effects gamification has on people in the short and long terms.…”
mentioning
confidence: 99%
“…In an attempt to best capture the essence of the underlying concepts and practices, the term gamification has been defined in several ways, such as "the use of game design elements in nongame contexts" (Deterding, Dixon, Khaled, & Nacke, 2011), "the phenomenon of creating gameful experiences" (Hamari, Koivisto, & Sarsa, 2014), or "the process of making activities more game-like" (Werbach, 2014). Empirical work across disciplines has begun to explore how gamification can be used in certain contexts and what behavioral and experiential effects gamification has on people in the short and long terms.…”
mentioning
confidence: 99%
“…La taxonomía presentada ha optado por utilizar elementos empíricamente contrastables por la observación participante, lo que implica que la creación y mantenimiento de las expectativas basará el análisis de recompensas en las tablas de posiciones, medallas y puntos, tríada clásica aplicada y familiarizada en los sistemas de gamificación (Werbach, 2014).…”
Section: Control Del Usuariounclassified
“…He stated that green gamification is an emerging research area covering persuasive technology, eco-feedback, and environmental psychology. Werbach [22] also mentioned that gamification is a form of persuasive design and it can effectively promote both motivation and ability for persuasion. While comparing persuasive strategies with game design elements, Hamari et al [23] noted that persuasive technology emphasizes on social and communicative persuasion and attitude change, whereas gamification focuses more on invoking users' (intrinsic) motivations.…”
Section: Persuasive Strategies and Gamificationmentioning
confidence: 99%