Gamification
Bibliographic Data
| ID | 7076838 |
|---|---|
| Authors | Juho Hamari (0000-0002-6573-588X, University of Turku, corresponding author) |
| Year | 2019 |
| Pages | 1-3 |
| Publication date | 2019-11-19 |
| Peer Reviewed | Yes |
| Open Access | Yes |
| Type | OTHER |
| Venue | The Blackwell Encyclopedia of Sociology (JOURNAL) |
| Publisher | Wiley (PUBLISHER • GB) |
| DOI | 10.1002/9781405165518.wbeos1321 |
| OpenAlex | W4234957212 |
| ISBN | 9781405165518 |
| Language | EN |
| Citations received | 21 |
| References cited | 23 |
Gamification broadly refers to technological, economic, cultural, and societal developments in which reality is becoming more gameful, and thus to a greater extent can afford the accruing of skills, motivational benefits, creativity, playfulness, engagement, and overall positive growth and happiness. These aspects are all commonly perceived as positive benefits of play and playing games. Gamification can be seen to progress through two primary developments: (1) Intentional gamification : where gamification is defined as an intentional process of transforming practically any activity, system, service, product, or organizational structure into one which affords similar positive experiences, skills, and practices as found in games. This is commonly but optionally done with an intention to facilitate changes in behaviors or cognitive processes. As the main inspirations of gamification are games and play, gamification is commonly pursued by employing game design. (2) Emergent gamification : where gamification can be defined as a gradual and emergent, albeit unintentional, cultural and societal transformation stemming from the increased pervasive engagement with games and gameful interactions. The assumption is that, through the increasingly pervasive role of games in human lives, our cultural and societal practices are gradually transforming into ones which are increasingly reminiscent of games, game communities, and player practices
Creativity · Happiness · Knowledge management · Process (computing · Product (mathematics · Sociology · Computer Science · Digital Games and Media · Educational Games and Gamification · Impact of Technology on Adolescents · Psychology · Social Psychology
Can Gamification Help in Increasing Motivation, Engagement, and Satisfaction? A gamified experience in teaching CS to students from other disciplines
Práticas de gamificação em turismo
Acculturative game design with Latine communities
Gamification and the festival experience
Live and Let Die - Battle Stories of Gamified Sustainable Consumption App Creators
Uncovering associations between users' behaviour and their flow experience
An implementation framework for transformative gamification services
Altruism or egoism – how do game features motivate cooperation? An investigation into user we-intention and I-intention
From forceful compliance to motivated endorsement
Role-play experience’s effect on students’ 21st century skills propensity
“You just earned 10 points!”
Uncovering Digital Platforms’ Ethics and Politics
Gamification for climate change engagement
State-of-the-art in climate resilience gamification for coastal environments
Forge
Gamblification
Group polarisation among location-based game players
Territorial or nomadic? Geo-social determinants of location-based IT use
Gamification towards and alongside equity, diversity and inclusion
Gamifying the city
Transforming a school into Hogwarts
Persuasive Systems Design
Business Intelligence and Analytics
A definition for gamification
A systematic literature review of empirical evidence on computer games and serious games
The rise of motivational information systems
The Motivational Pull of Video Games
Digital game-based learning
Deep learning
Motivations for Play in Online Games
Raising the Stakes
The Lens of Intrinsic Skill Atoms
Gamification Science, Its History and Future
Toward a Theory of Intrinsically Motivating Instruction
What is eSports and why do people watch it
The benefits of playing video games
Playful Identities, or the Ludification of Culture
| Unique citing works | 21 |
|---|---|
| Citations per year | 4,2 |
| Citation span | 2021 - 2025 (5) |
| Citation velocity | recent |
| Highly cited | No |
| Citation types | Neutral: 21 |