1. Rethinking Gamification
- Author
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Mathias Fuchs, Sonia Fizek, Paolo Ruffino, Niklas Schrape, Maxwell Foxman, Joost Raessens, Felix Raczkowski, Fabrizio Poltronieri, Thibault Philippette, Gabriele Ferri, Daphne Dragona, Matthew Tiessen, Scott Nicholson, Sebastian Deterding, Laleh Torabi, Mathias Fuchs, Sonia Fizek, Paolo Ruffino, Niklas Schrape, Maxwell Foxman, Joost Raessens, Felix Raczkowski, Fabrizio Poltronieri, Thibault Philippette, Gabriele Ferri, Daphne Dragona, Matthew Tiessen, Scott Nicholson, Sebastian Deterding, and Laleh Torabi
- Abstract
Gamification marks a major change to everyday life. It describes the permeation of economic, political, and social contexts by game-elements such as awards, rule structures, and interfaces that are inspired by video games. Sometimes the term is reduced to the implementation of points, badges, and leaderboards as incentives and motivations to be productive. Sometimes it is envisioned as a universal remedy to deeply transform society toward more humane and playful ends. Despite its use by corporations to manage brand communities and personnel, however, gamification is more than just a marketing buzzword. States are beginning to use it as a new ..., https://www.librarystack.org/rethinking-gamification/?ref=unknown
- Published
- 2014