Everything about Gamification
Using game design elements in non-games
Gamification is the process of integrating game design elements and principles into non-game contexts in order to increase user engagement and motivation. It is a component of system design. Gamification has been used to improve organizational productivity, flow, learning, crowdsourcing, knowledge retention, employee recruitment and evaluation, usability, usefulness of systems, physical exercise, tailored interactions and icebreaker activities in dating apps, traffic violations, voter apathy, public attitudes about alternative energy, and more. Wikipedia →
🧭 Start here: a 6-step reading path
- Read the overview: GamificationA 5-minute orientation
- Skim a recent paper: Gamification of e-learning in higher education: a systematic literature reviewInfluential work since 2022
- Pick up a classic book: SuperBetterThe most-reprinted book on the subject
- Read the landmark paper: Gamification in theory and action: A surveyCited 1,973 times
- Go sideways: Gamification of learningA closely related topic
- Go sideways: Yu-kai ChouA closely related topic
📖 Definitions
Noun The use of gameplay mechanics for non-game applications (as for example making work less onerous; incentivization; or pedagogy).
🏆 Landmark papers (most cited)
Gamification in theory and action: A survey
How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction
The rise of motivational information systems: A review of gamification research
Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance
The Gamification of Learning: a Meta-analysis
Book Review: 'The Gamification of Learning and Instruction: Game-Based Methods and Strategies For Training And Education' by Karl Kapp
Gamification for health and wellbeing: A systematic review of the literature
A systematic review of gamification in e-Health
🆕 Influential since 2022
Gamification of e-learning in higher education: a systematic literature review
Virtual reality and gamification in education: a systematic review
Augmented Reality and Gamification in Education: A Systematic Literature Review of Research, Applications, and Empirical Studies
Tailored gamification in education: A literature review and future agenda
Serious Games and Gamification in Healthcare: A Meta-Review
📚 Books worth reading
SuperBetterJane McGonigal · 2015
Business of GamificationMikolaj Dymek, Peter Zackariasson · 2016- 📕Utilizing Gamification in Servicescapes for Improved Consumer EngagementMiralem Helmefalk, Leif Marcusson · 2020
Digital Games in Language LearningPeterson, Mark, Nasser Jabbari · 2022
Actionable GamificationYu-kai Chou · 2015
Passionate WorkRenyi Hong · 2022
Games and Exercises for Operations ManagementJanelle N. Heineke · 1995- 📕Digital Games and Language LearningPeterson, Mark, Kasumi Yamazaki · 2021
Ranked by number of editions on Open Library, a rough measure of how lasting a book is.
🔗 Related topics
- Gamification of learning The gamification of learning is an educational technology approach that seeks to motivate students by using video game design and game elements in learning…
- Yu-kai Chou Yu-kai Chou (Chinese: 周郁凱; born May 9, 1986) is a Taiwanese-American entrepreneur, author, speaker, business consultant, and experience designer. He is…
- Behavioral change support system A Behavioral Change Support System (BCSS) is any information and communications technology (ICT) tool, web platform, or gamified environment which targets…
- Richard N. Landers Richard N. Landers is an industrial and organizational psychologist, author, and academic. He is the John P. Campbell Distinguished Professor of Industrial…
- Habitica Habitica, formerly HabitRPG, is an online task management application developed by HabitRPG, Inc. It was founded on January 30, 2013. The application uses…
- Octalysis The Octalysis Framework is a human-focused gamification design framework that lays out the eight core drives for humans motivation developed by Yu-Kai…
- Serious game A serious game or applied game is a game designed for a primary purpose other than pure entertainment. The "serious" adjective is generally prepended to…
- Educational game Educational games are games explicitly designed with educational purposes, or which have incidental or secondary educational value. All types of games…