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Gamification: Toward a Definition









                                                                       Sebastian Deterding             Dan Dixon                                Abstract
                                                                       Hans Bredow Institute for Media  University of the West of England       This paper proposes a working definition of the term
                                                                       Research                        Coldharbour Lane                         gamification as the use of game design elements in
                                                                       Warburgstr. 8-10                Bristol BS16 1QY                         non-game contexts. This definition is related to similar
                                                                       20354 Hamburg                   dan.dixon@uwe.ac.uk                      concepts such as serious games, serious gaming,
                                                                       s.deterding@hans-bredow-                                                 playful interaction, and game-based technologies.
                                                                       institut.de
                                                                                                                                                Origins
                                                                       Rilla Khaled                                                             Gamification as a term originated in the digital media
                                                                       IT University of Copenhagen                                              industry. The first documented uses dates back to
                                                                       Rued Langgaards Vej 7                                                    2008, but gamification only entered widespread
                                                                       2300 Copenhagen S                                                        adoption in the second half of 2010, when several
                                                                       rikh@itu.dk                                                              industry players and conferences popularized it. It is
                                                                                                                                                also—still—a heavily contested term; even its entry into
                                                                       Lennart E. Nacke                                                         Wikipedia has been contested. Within the video game
                                                                       University of Saskatchewan                                               and digital media industry, discontent with some
                                                                       110 Science Place                                                        interpretations have already led designers to coin
                                                                       Saskatoon,SK S7N 5C9                                                     different terms for their own practice (e.g., gameful
                                                                       lennart.nacke@acm.com                                                    design) to distance themselves from recent negative
                                                                                                                                                connotations [13].

                                                                                                                                                Until now, there has been hardly any academic attempt
                                                                                                                                                at a definition of gamification. Current uses of the word
                                                                                                                                                seem to fluctuate between two major ideas. The first is
                                                                                                                                                the increasing societal adoption and institutionalization
                                                                       Copyright is held by the author/owner(s).                                of video games and the influence games and game
                                                                       CHI 2011, May 7–12, 2011, Vancouver, BC, Canada.                         elements have in shaping our everyday life and
                                                                       ACM  978-1-4503-0268-5/11/05.                                            interactions. Game designer Jesse Schell summarized
                                                                                                                                                this as the trend towards a Gamepocalypse, ”when
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