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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].