The Introduction of Gamification A Review Paper Ab
The Introduction of Gamification A Review Paper Ab
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The paper is about gamification, that recently became a new only in 2010 [6]. It is difficult to find the only definition of
phenomenon to motivate and alter favorably the behavior of the gamification, since the idea is quite new. Vendors and
users. Gamification is a new tool for boosting user engagement in consultants have tended to describe gamification as the
various fields. First the definition, then the elements, later a adoption of game technology and game design methods outside
descriptive gamification model is going to be introduced. of the games industry [7].
Furthermore, information about the connection between motivation
and gamification can be understood. In the second part of the Among the different definitions, a definition by Sebastian
article examples of applied gamification in the focus of smartphone Deterding [7] in the use of game design elements in non-game
applications are going to be given. contexts, seems to be mostly accepted. Based on this,
gamification is using most of the elements in video/board
Keywords — gamification; motivation; smartphones; games and using it outside of the game world.
applications;
Gamification within the last decade has become a modern
business practice that uses game mechanics and game design
I. INTRODUCTION elements to measure, influence and reward user behaviors. It
People, including children, participate in online interactions takes the essence of the game characteristics like – goals, rules,
via blogs and microblogs; social networking sites; online playfulness, elements of fun, feedback, reward and promotions
forums; chat rooms; and gaming for various purposes such as - applies them to solve the real-world business problem. These
keeping up with professional developments, hobbies, playing, game mechanics when applied in the non-gaming context, may
or making friends [1]. Among the different usage of the digital result a higher level of engagement.
world, games have spent decades learning how to master
motivation and engagement, and now we are now learning To use the benefits from games, it is important to
from games says Yu-Kai-Chou [2]. Deterding [3] raises a understand the differences in playful games and serious games.
question that people already spend countless hours and dollars Playfulness, in other words, can be a positive feature in
performing often menial tasks, certainly, there must be some products that goes beyond pure entertainment [8]. Serious
way to use this power for other purposes. Hence videogames gaming in scientific and educational aspects can be defined as
are highly motivating and engaging systems. Moreover, games the use of game principles for the purposes of learning, skill
are complex systems, using several components, such as acquisition, and training [9].
designed aesthetics, meaningfulness, skills, rewards etc. These
game mechanics when applied in the non-gaming context, B. Game elements
work as a catalyst for making technology more engaging by Components of gamification are appearance like user
influencing user behavior and social interaction methods [4]. avatar, levels of game, process-bars, badges that can be given
for achievements, leader-boards, quests, virtual goods [6]. I
In this article the definition behind gamification, the game
will discuss these in detail:
elements, a gamification model and examples of gamification
focusing on the smartphone applications are going to be • Loyalty: Loyalty or engagement is an element that gives
introduced. the site loyal users. This element could be measure for
the daily activity and old/new user rate.
II. THE THEORY • Points: Points are part of the reward system. Points are
given to the users for their actions that we (the
A. Gamification definition developers) think is important for the
It is important to realize that this term has no formal platform/application. Points are actually immediate
definition. It has been applied so broadly as to include feedback given to the user for their actions to
everything from Farmville to LinkedIn’s profile completeness understand the correlation between effort and rewards.
bar [5]. “Gamification” term was invented by British computer
programmer Nick Pelling in 2002, but became widely used
• Leaderboards: Are exactly like in games, where the action and context. In our model, a point p∈P is assigned to a
users can compare their rank among the other members member's engagement using a rule rp∈Rp which can be
of the community. This element is using the basic idea, represented as a mapping function:
which is that the people want to be the best, to be on the
top of the leaderboard. rp: f(m,a,c) p (2)
• Badges: Badges are given to the users in order to give Notation Meaning Example
them something that they can show off. It is working M number of members using the
on the similar principle as the medals in sports or The platform
Boy Scouts of America began handing out merit
A actions Login, comment,
badges in 1911 [3]. Badges can be earned permanently participate in a challenge,
or just for a temporary time. etc.
C possible contexts in which a Comment, support, like
• Avatar: The way the users choose to express themselves member can participate etc.
to the other members of the community. This is a
P points that can be assigned to 1,2,3,4, … 7, … etc.
graphical representation of themselves in the game. the members for their actions
• Levels: In real games, levels serve a purpose that the B badges that can be assigned to Tools expert, comment
game stays challenging and makes the players to learn the users king, support expert, etc.
new skills. In gamification usually it is used to show
Rp rules for giving points for the 7 points to submit a new
how experienced someone, how long has the user been actions of the users idea
“playing”.
Rb rules for giving badges to Comment king badge for
• Process bar: Process bar is part of the feedback system, members writing many comments
just like the previously mentioned points. On the Rl Rules for reaching the next Having enough points to
process bar the user can follow easily the progress they level reach the next level
made in the past and also the user would know how far a.
Description of notations based on [10] with on completion
the next level/step is.
A gamified environment builds up from these elements. IV. MOTIVATION AND GAMIFICATION
The weight of these elements are based on the aimed actions To be motivated means to be moved to do something. A
for the users from the creators. So, the elements would help the person who feels no impetus or inspiration to act is thus
website / application creators to achieve the planned behavior characterized as unmotivated, whereas someone who is
from the users. As different actions are rewarded with different energized or activated toward an end is considered motivated
gamification elements, the user’s actions would change. [11]. Gamification has the power the alter the behavior of the
users, thus gamification is highly favored method to boost
The main question concerning game elements; is to what motivation among users towards an application. Gamification
elements to use in a gamified design. The answer follows; only desires to combine intrinsic motivation with extrinsic in order
those elements are useful and serves a purpose. to raise motivation and engagement [12].