From game design elements to gamefulness: defining "gamification"
By Sebastian Deterding, Dan Dixon, Rilla Khaled, Lennart E. Nacke. International Conference on Entertainment and Media in the Ubiquitous Era, 2011
9,137 citations recorded by the source corpus.
Subfields: Artificial Intelligence, Developmental and Educational Psychology, Sociology and Political Science
View Paper: https://www.semanticscholar.org/paper/b9a6985d2a0fcd988b2538c89c95ad19ccd67a66
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Artificial Intelligence
- Juho Hamari
- Jonna Koivisto
- Dong Nguyen
- Theo Meder
- Dolf Trieschnigg
- Darina Dicheva
- Christo Dichev
- Jan Marco Leimeister
In Developmental and Educational Psychology
- Juho Hamari
- Jonna Koivisto
- Richard N. Landers
- Darina Dicheva
- Christo Dichev
- Kai Huotari
- Sebastian Deterding
- Michael B. Armstrong
In Sociology and Political Science
- Juho Hamari
- Jonna Koivisto
- Richard N. Landers
- Kai Huotari
- Darina Dicheva
- Christo Dichev
- Sebastian Deterding
- Jan Marco Leimeister
Citations in the corpus
- Gamification of education and learning: A review of empirical literature (2018, background): “Gamification, the design approach of utilizing gameful design in various contexts for inducing experiences familiar from games to support different activities and behaviors (Huotari & Hamari, 2017; Deterding et al., 2011), has continued to be a popular topic within both industry and academia since i”
- Why Gender and Age Prediction from Tweets is Hard: Lessons from a Crowdsourcing Experiment (2014, methodology): “To collect data, we created an online game (an example of gamification (Deterding et al., 2011)) in which thousands of players (the crowd) guessed the biological sex and age of Twitter users based on only the users’ tweets.”
- Psychological Perspectives on Motivation through Gamification (2013, background): “The term element helps to distinguish the concept of gamification from serious games, which describe full-fledged games for non-entertainment purposes [9].”
- Toward Meaningful Engagement: A Framework for Design and Research of Gamified Information Systems (2017, background): “One of the earliest and most popular definitions is that provided by Deterding et al. (2011), who simply define gamification as “the use of game design elements in non-game contexts.””
- Transforming homo economicus into homo ludens: A field experiment on gamification in a utilitarian peer-to-peer trading service (2013, background): “In the field of game studies, there are two main perspectives by which games (and therefore gamification) may be defined: (1) systemic (Deterding et al. 2011) and (2) experiential (Huotari and Hamari 2012).”
- A definition for gamification: anchoring gamification in the service marketing literature (2016, background): “The lack of systemic conditions unique to games is not surprising, since Juul (2003) and Deterding et al. (2011) have stated that a game emerges in a combination of conditions and that none of the conditions alone is sufficient for constituting a game.”
- Using gamification to support learning English as a second language: a systematic review (2019, positive): “In short, literature suggests that gamification for LESL can be linked to content language learning, engagement, motivation, satisfaction (see Deterding, Dixon, Khaled, & Nacke, 2011; Deterding, Dixon, et al., 2011; Kapp, 2012; Priebatsch, 2010; Schonfeld, 2010; Werbach, 2014; Werbach & Hunter,…”
- Encyclopedia of Information Science and Technology, Third Edition (2014, background): “The term was not widely adopted until 2010 and there is still significant confusion amongst various terms which have similar meanings, so that gamification can be used interchangeably with terms such as behavioral games, funware, applied gaming, productivity games, the game layer of a process, or pl”