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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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