(Re)Defining Gamification: A Process Approach
By Kevin Werbach. International Conference on Persuasive Technology, 2014
327 citations recorded by the source corpus.
Subfields: Developmental and Educational Psychology, Sociology and Political Science, Human-Computer Interaction
View Paper: https://www.semanticscholar.org/paper/78b6ae94882a82f195573dc14be81c76521e7a4c
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In Developmental and Educational Psychology
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Citations in the corpus
- Gamification in mobile-assisted language learning: a systematic review of Duolingo literature from public release of 2012 to early 2020 (2021, background): “In his piece, ‘ Redefining Gamification ’, Werbach (2014) advocates for gamification to be understood as ‘the process of making activities more game like’ (p. 266).”
- Using gamification to support learning English as a second language: a systematic review (2019, background): “…’ anxiety and fear of speaking foreign language in front of others (Arnold, 2014), and finally can encourage them to attain a favorable type of learning behavior (Deterding, Sicart, Nacke, O ’ Hara, & Dixon, 2011; Kapp, 2012; Werbach, 2014; Werbach & Hunter, 2012; Zichermann & Cunningham, 2011).”
- A definition for gamification: anchoring gamification in the service marketing literature (2016, background): “Werbach (2014), in turn, adopts a designer’s point of view and presents a very general definition of gamification as Bthe process of making activities more game-like^, in order to bring academic and practitioner perspectives closer together.”
- Digital game-based vocabulary learning: where are we and where are we going? (2019, background): “Gamification is a process of transforming non-game learning environments into more game-like ones by applying game design and mechanics, or strengthening non-game activities by adding participation, competition, collaboration and engagement (Deterding, Dixon, Khaled, & Nacke, 2011; Werbach, 2014).”
- Gamifying education: what is known, what is believed and what remains uncertain: a critical review (2017, background): “In an attempt to best capture the essence of the underlying concepts and practices, the term gamification has been defined in several ways, such as “the use of game design elements in nongame contexts” (Deterding, Dixon, Khaled, & Nacke, 2011), “the phenomenon of creating gameful experiences” (Hamar”