A User-Centered Theoretical Framework for Meaningful Gamification
By Scott Nicholson. 2012
676 citations recorded by the source corpus.
View Paper: https://www.semanticscholar.org/paper/df1315c007ecebb6d195e0844df4aa41b820a699
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
- Richard N. Landers
- Jared R. Chapman
- Katie Seaborn
- Feifei Xu
- Peter Jacob Rich
- María-Blanca Ibáñez-Espiga
- Sebastian Deterding
- Dimitrios Buhalis
Citations in the corpus
- Gamification: a systematic review of design frameworks (2017, unknown): “• A few of the frameworks rely heavily on psychological and motivational theories (Chou 2015; Francisco-Aparicio et al. 2013; Nicholson 2012).”
- Developing a Theory of Gamified Learning (2014, background): “…extracted only the assessment and rules/ goals attributes of games for use on their client’s website to influence customer behavior, an approach that has been criticized as ultimately ineffective because it lacks other meaningful game elements supporting long-term value (Nicholson, 2012).”
- Does educational gamification improve students’ motivation? If so, which game elements work best? (2018, background): “Meaningful gamification: The integration of usercentered game design elements into non-game contexts (Nicholson, 2012)”
- Serious games and the gamification of tourism (2017, background): “To achieve a deep engagement and high satisfaction, gamification needs to respond to the players’ inner call (Nicholson, 2012).”
- Gamification in theory and action: A survey (2015, background): “Towards this end , Nicholson ( 2012 ) provides a high - level overview of specific theories that may be used to inform the design of user experience in support of intrinsic motivation .”
- Gamification for Engaging Computer Science Students in Learning Activities: A Case Study (2014, background): “We will base the design of our gamified environment on Nicholson’s framework.”
- A RECIPE for Meaningful Gamification (2015, background): “One real-world model of play-based gamification is the science museum (Nicholson, 2012b).”
- The Lens of Intrinsic Skill Atoms: A Method for Gameful Design (2015, background): “Gamification has been accused of applying the same few design elements to any given problem—elements not even central to games (Deterding, 2011; Nicholson, 2012; Robertson, 2010).”
- Gamifying learning experiences: Practical implications and outcomes (2013, background): “…to the students, not limiting the system to extrinsic rewards like achievements and badges, as suggested by Deterding in his presentation “Meaningful Play: Getting gamification right”,5 and by Nicholson in his User-Centered Theoretical Framework for Meaningful Gamification (Nicholson, 2012).”
- Gamification of e-learning in higher education: a systematic literature review (2023, unknown): “(Landers, 2014) and user-centered design (Nicholson, 2012).”