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Gamification

Bibliographic Data

ID7076838
AuthorsJuho Hamari (0000-0002-6573-588X, University of Turku, corresponding author)
Year2019
Pages1-3
Publication date2019-11-19
Peer ReviewedYes
Open AccessYes
TypeOTHER
VenueThe Blackwell Encyclopedia of Sociology (JOURNAL)
PublisherWiley (PUBLISHER • GB)
DOI10.1002/9781405165518.wbeos1321
OpenAlexW4234957212
ISBN9781405165518
LanguageEN
Citations received21
References cited23

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

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    Open Access•Miguel García-Iruela, Raquel Hijon-Neira et al.•Education in the Knowledge…•2022

  • Práticas de gamificação em turismo

    Open Access•Wilma Paixão, Itamar José Dias E Cordeiro•Revista Brasileira de Pesquisa em…•2021

  • Acculturative game design with Latine communities

    Open Access•Samantha Conde, Aviv Elor et al.•Frontiers in Education•2023

  • Gamification and the festival experience

    Yi‐Ju Lee•Current Issues in Tourism•2023

  • Live and Let Die - Battle Stories of Gamified Sustainable Consumption App Creators

    Open Access•Georgina Guillen, Juho Hamari•Simulation & Gaming•2024

  • Uncovering associations between users' behaviour and their flow experience

    Open Access•Wilk Oliveira, Juho Hamari et al.•Behaviour and Information…•2024

  • An implementation framework for transformative gamification services

    Open Access•Afshin Tanouri, Ann-Marie Kennedy et al.•Behaviour and Information…•2024

  • Altruism or egoism – how do game features motivate cooperation? An investigation into user we-intention and I-intention

    Open Access•Marc Riar, Benedikt Morschheuser et al.•Behaviour and Information…•2024

  • From forceful compliance to motivated endorsement

    Open Access•Eetu Wallius, Ana Carolina Tomé Klock et al.•Behaviour and Information…•2024

  • Role-play experience’s effect on students’ 21st century skills propensity

    Open Access•Isabella Aura, Simo Järvelä et al.•The Journal of Educational Research•2023

  • “You just earned 10 points!”

    Open Access•Nick Butler, Sverre Spoelstra•Organization•2024

  • Uncovering Digital Platforms’ Ethics and Politics

    Open Access•Shaked Spier•Philosophy & Technology•2024

  • Gamification for climate change engagement

    Open Access•Daniel Fernández Galeote, Mikko Rajanen et al.•Environmental Research Letters•2021

  • State-of-the-art in climate resilience gamification for coastal environments

    Open Access•Carlos Álvarez Barroso, Daniel Fernández Galeote et al.•Environmental Research Letters•2025

  • Forge

    Open Access•Rogerio de Leon Pereira, Olivier Tremblay-Savard•Games and Culture•2024

  • Gamblification

    Open Access•Joseph Macey, Juho Hamari•New Media & Society•2022

  • Group polarisation among location-based game players

    Open Access•Samuli Laato, Nobufumi Inaba et al.•Internet Research•2021

  • Territorial or nomadic? Geo-social determinants of location-based IT use

    Open Access•Samuli Laato, Bastian Kordyaka et al.•Internet Research•2022

  • Gamification towards and alongside equity, diversity and inclusion

    Open Access•Ana Carolina Tomé Klock, Paula T Palomino et al.•New Media & Society•2024

  • Gamifying the city

    Eetu Wallius, Mattia Thibault et al.•Mobilities•2022

  • Transforming a school into Hogwarts

    Open Access•Isabella Aura, Lobna Hassan et al.•Educational Review•2025

  • Persuasive Systems Design

    Harri Oinas‐Kukkonen, Harri Oinas-Kukkonen et al.•Communications of the Association…•2009

  • Business Intelligence and Analytics

    Hsinchun Chen, Roger H L Chiang et al.•MIS Quarterly•2012

  • A definition for gamification

    Open Access•Kai Huotari, Juho Hamari•Electronic Markets•2017

  • A systematic literature review of empirical evidence on computer games and serious games

    Open Access•Thomas M Connolly, Elizabeth A Boyle et al.•Computers & Education•2012

  • The rise of motivational information systems

    Open Access•Jonna Koivisto, Juho Hamari•International Journal of…•2019

  • The Motivational Pull of Video Games

    Open Access•Richard M Ryan, C Scott Rigby et al.•Motivation and Emotion•2006

  • Digital game-based learning

    Open Access•Kristian Kiili•The Internet and Higher Education•2005

  • Deep learning

    Open Access•Yann LeCun, Yoshua Bengio et al.•Nature•2015

  • Motivations for Play in Online Games

    Open Access•Nick Yee•CyberPsychology & Behavior•2006

  • Raising the Stakes

    Open Access•T L Taylor, TL Taylor•Raising the Stakes•2012

  • The Lens of Intrinsic Skill Atoms

    Sebastian Deterding•Human-Computer Interaction•2015

  • Gamification Science, Its History and Future

    Open Access•Richard N Landers, Elena M Auer et al.•Simulation & Gaming•2018

  • Toward a Theory of Intrinsically Motivating Instruction

    Open Access•Thomas W Malone•Cognitive Science•1981

  • What is eSports and why do people watch it

    Open Access•Juho Hamari, Mirja Sjöblom et al.•Internet Research•2017

  • The benefits of playing video games

    Isabela Granic, Adam Lobel et al.•American Psychologist•2013

  • Playful Identities, or the Ludification of Culture

    Open Access•Joost Raessens•Games and Culture•2006

Unique citing works21
Citations per year4,2
Citation span2021 - 2025 (5)
Citation velocityrecent
Highly citedNo
Citation typesNeutral: 21

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