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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].
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