Is it all a game? Understanding the principles of gamification
By Karen Robson, Kirk Plangger, Jan H. Kietzmann, Ian Paul McCarthy, Leyland F. Pitt. 2015
754 citations recorded by the source corpus.
There is growing interest in how gamification—defined as the application of game design principles in non-gaming contexts—can be used in business. However, academic research and management practice have paid little attention to the challenges of how best to design, implement, manage, and optimize gamification strategies. To advance understanding of gamification, this article defines what it is and explains how it prompts managers to think about business practice in new and innovative ways. Drawing upon the game design literature, we present a framework of three gamification principles—mechanics, dynamics, and emotions (MDE)—to explain how gamified experiences can be created. We then provide an extended illustration of gamification and conclude with ideas for future research and application opportunities.
Subfields: Developmental and Educational Psychology, Sociology and Political Science
View Paper: https://www.semanticscholar.org/paper/e1bd7e0b5e03b3244cd241f1c61ef53f0529a285
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Developmental and Educational Psychology
- A. V. Gaalen
- J. Schönrock-Adema
- Tineke Bouwkamp-Timmer
- A. Jaarsma
- Janniko R. Georgiadis
- J. Brouwer
- N. Yee
In Sociology and Political Science
- Gerard George
- Amy E. Colbert
- N. Yee
- Juho Hamari
- Mark D. Griffiths
- Dmitri Williams
- Jonna Koivisto
- Scott E. Caplan
Citations in the corpus
- The Digital Workforce and the Workplace of the Future (2016, background): “In fact, “ gamification ”— the application of game design principles in other contexts (Robson, Plangger, Kietzmann, McCarthy, & Pitt, 2015) — has already become a popular strategy for increasing employee motivation in business organizations (Gartner, 2011).”
- Gamification: a systematic review of design frameworks (2017, neutral): “• End-game: several frameworks take this issue into account (Burke 2014; Chou 2015; Julius and Salo 2013; Mora et al. 2016; Robson et al. 2015; Werbach and Hunter 2012).”
- Gamification of health professions education: a systematic review (2020, background): “…et al. 2013; Gaggioli 2016; Hamari et al. 2014; Hsu et al. 2013; Huotari and Hamari 2012, 2017; Kumar 2013; Muntean 2011; Perrotta et al. 2013; Robson et al. 2015; Simões et al. 2013; Warmelink et al. 2018; Zuk 2012), a commonly applied definition is that of Deterding et al. (De-Marcos et al.…”