计算机科学
人机交互
现象
关系(数据库)
博弈机制
游戏设计
电子游戏
游戏开发者
多媒体
游戏艺术设计
电子游戏设计
元游戏
软件
博弈论
非合作博弈
认识论
同时博弈
数据库
哲学
经济
微观经济学
程序设计语言
作者
Sebastian Deterding,Dan Dixon,Rilla Khaled,Lennart E. Nacke
标识
DOI:10.1145/2181037.2181040
摘要
Recent years have seen a rapid proliferation of mass-market consumer software that takes inspiration from video games. Usually summarized as "gamification", this trend connects to a sizeable body of existing concepts and research in human-computer interaction and game studies, such as serious games, pervasive games, alternate reality games, or playful design. However, it is not clear how "gamification" relates to these, whether it denotes a novel phenomenon, and how to define it. Thus, in this paper we investigate "gamification" and the historical origins of the term in relation to precursors and similar concepts. It is suggested that "gamified" applications provide insight into novel, gameful phenomena complementary to playful phenomena. Based on our research, we propose a definition of "gamification" as the use of game design elements in non-game contexts.
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