2015
DOI: 10.1016/j.bushor.2015.03.006
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Is it all a game? Understanding the principles of gamification

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Cited by 633 publications
(555 citation statements)
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References 12 publications
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“…Future research could focus on the optimal communication of the automated driving system's status and intentions in an informative way without being distractive or annoying. It may furthermore be possible to implement a gamification approach and to apply typical game-design elements for the purpose of forming behavior (Robson, Plangger, Kietzmann, McCarthy, & Pitt, 2015).…”
Section: Practical Application and Future Workmentioning
confidence: 99%
“…Future research could focus on the optimal communication of the automated driving system's status and intentions in an informative way without being distractive or annoying. It may furthermore be possible to implement a gamification approach and to apply typical game-design elements for the purpose of forming behavior (Robson, Plangger, Kietzmann, McCarthy, & Pitt, 2015).…”
Section: Practical Application and Future Workmentioning
confidence: 99%
“…Similarly, another definition was provided by (Huotari & Hamari, 2011, p. 2); in this case gamification can be understood as 'a form of service packaging where a core service is enhanced by a rules-based service system that provides feedback and interaction mechanisms to the user with an aim to facilitate and support the users' overall value creation'. In the practice, Robson, Plangger, Kietzmann, McCarthy & Pitt (2015) suggested a model of gamification that contains three items: mechanics, dynamics and emotions (see Figure 2). The first item in this model concerns mechanics: it represents the objectives, rules, setting, context, interactions, and boundaries within the game, driving the action forward and generating engagement (Werbach & Hunter, 2012).…”
Section: Methodsmentioning
confidence: 99%
“…• Sensation: Game as sense-pleasure • Fantasy: Game as make-believe • Narrative: Game as drama • Challenge: Game as obstacle course • Fellowship: Game as social framework • Discovery: Game as uncharted territory • Expression: Game as self-discovery • Submission: Game as pastime In addition to the process of gamification introduced by Robson et al (2015), there are other elements that should be considered when designing serious games. These items provide the necessary educational items in serious videogames.…”
Section: Methodsmentioning
confidence: 99%
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“…Α commonly stated objective behind using gamification is to encourage behaviour change, in the form of increased participation, improved performance, or greater compliance (Seaborn and Fels, 2015). At the same time, gamification in a work environment can focus on business processes, or outcomes, involving participants, or players, both from outside and/or inside a firm, to improve employee satisfaction (Robson et al, 2015). When organizational goals are aligned with participants' goals, organizations can achieve their goals as a consequence of players achieving their goals, and employees can become fully engaged with new company initiatives (Dale, 2014).…”
Section: Gamification For Energy Efficiency Purposesmentioning
confidence: 99%