Page 6 - temi
P. 6

3








                                                                        as affording gameful interpretations and enactments                     potential subcategories. Just as there are training
                                                                        rather than being gameful.                                              games, newsgames, or health games, there can be
                                                                                                                                                training gamification, news gamification, health
                                                                        Games are also a composite category. No typical                         gamification, and other application areas.
                                                                        element (e.g., goals, rules) on its own constitutes a
                                                                        game and most can be found outside games as well;                       Design
                                                                        only assembled together do they constitute a game                       HCI has a long history of repurposing game controllers
                                                                        [12]. Thus, how to determine which design elements                      as input devices. Game engines and authoring tools are
                                                                        belong to the set of game elements? A liberal set—any                   also commonly used for non-entertainment purposes,
                                                                        element found in any game—would be boundless. A                         such as scientific visualizations. Within the serious
                                                                        constrained set —elements that are unique to games—                     games literature, the term serious gaming is used to
                                                                        would be too restrictive if not empty. We suggest                       describe the (educational) utilization of the broader
                                                                        limiting gamification to the description of elements that               ecology of technologies and practices of games,
                                                                        are characteristic to games. There is still much room                   including machinima, reviewing games, and others
                                                                        for debate over what is characteristic to games.                        [11]. We consider it most helpful to reserve the term
                                                                                                                                                gamification for references to design elements, not
                                                                        Non-Game Context                                                        game-based technologies or practices of the wider
                                                                        Together with serious games, gamification uses games                    game ecology.
                                                                        for other purposes than their normal expected use for
                                                                        entertainment (asserting that entertainment constitutes                 When surveying the existing literature on games and
                                                                        the prevalent expected use of games).                                   gamification, we found that game design elements were
                                                                                                                                                often described on varying levels of abstraction. We
                                                                        We recommend not limiting the term gamification to                      suggest including all these levels in the definition of
                                                                        specific usage contexts, purposes, or scenarios, while                  gamification. Ordered from concrete to abstract, one
                                                                        noting that joy of use, engagement, or more generally                   may distinguish five levels:
                                                                        improving the user experience currently serve as
                                                                        popular usage contexts. Firstly, there are no clear                     1.  Interface design patterns such as badges, levels, or
                                                                        advantages supporting such a restricted position.                           leaderboards [7].
                                                                        Secondly, the murkiness of interpretations surrounding                  2.  Game design patterns [3] or game mechanics [16].
                                                                        serious games can be directly linked to how authors                     3.  Design principles or heuristics: guidelines for
                                                                        who initially used the term tied it to specific contexts or                 approaching a design problem or evaluating a
                                                                        purposes (e.g., learning), whereas the class of games                       design solution.
                                                                        satisfying the qualities of serious games has                           4.  Conceptual models of game design units, such as
                                                                        proliferated into all kinds of contexts [17]. Thus—in                       the MDA framework [10], Malone’s challenge,
                                                                        parallel to Sawyer's taxonomy of serious games—we                           fantasy, and curiosity [14], or the game design
                                                                        consider different usage contexts or purposes as                            atoms described in Braithwaite and Schreiber [4].
   1   2   3   4   5   6   7   8   9