Gamification. using game-design elements in non-gaming contexts

Sebastian Deterding, Miguel Sicart, Lennart Nacke, Kenton O'Hara & Dan Dixon. 2011.

CHI '11 Extended Abstracts on Human Factors in Computing Systems

"Gamification" is an informal umbrella term for the use of video game elements in non-gaming systems to improve user experience (UX) and user engagement. The recent introduction of 'gamified' applications to large audiences promises new additions to the existing rich and diverse research on the heuristics, design patterns and dynamics of games and the positive UX they provide. However, what is lacking for a next step forward is the integration of this precise diversity of research endeavors. Therefore, this workshop brings together practitioners and researchers to develop a shared understanding of existing approaches and findings around the gamification of information systems, and identify key synergies, opportunities, and questions for future research.

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Citation

Deterding, S., Sicart, M., Nacke, L., O'Hara, K., & Dixon, D. (2011). Gamification. using game-design elements in non-gaming contexts. CHI '11 Extended Abstracts on Human Factors in Computing Systems (pp. 2425–2428). New York, NY, USA: Association for Computing Machinery. URL: https://doi.org/10.1145/1979742.1979575, doi:10.1145/1979742.1979575

BibTeX

@inproceedings{10.1145/1979742.1979575, author = {Deterding, Sebastian and Sicart, Miguel and Nacke, Lennart and O'Hara, Kenton and Dixon, Dan}, title = {Gamification. using game-design elements in non-gaming contexts}, year = {2011}, isbn = {9781450302685}, publisher = {Association for Computing Machinery}, address = {New York, NY, USA}, url = {https://doi.org/10.1145/1979742.1979575}, doi = {10.1145/1979742.1979575}, abstract = {"Gamification" is an informal umbrella term for the use of video game elements in non-gaming systems to improve user experience (UX) and user engagement. The recent introduction of 'gamified' applications to large audiences promises new additions to the existing rich and diverse research on the heuristics, design patterns and dynamics of games and the positive UX they provide. However, what is lacking for a next step forward is the integration of this precise diversity of research endeavors. Therefore, this workshop brings together practitioners and researchers to develop a shared understanding of existing approaches and findings around the gamification of information systems, and identify key synergies, opportunities, and questions for future research.}, booktitle = {CHI '11 Extended Abstracts on Human Factors in Computing Systems}, pages = {2425–2428}, numpages = {4}, keywords = {persuasive technology, motivational affordances, gamification, games with a purpose, game design, funology, design patterns}, location = {Vancouver, BC, Canada}, series = {CHI EA '11} }