There have been several attempts to consolidate and define gamification. One of the early attempts is observed through the work of Mihaly Csikszentmihalyi in 1990, Nick Pelling in 2002, and Yu Kai Chou in 2003. But it was not until 2011 that Sebastien Deterding creatively condensed gamification to the use of game design elements in non-game context. Sebastien Deterding’s contribution to the science is the most widely used definition and most often recommended by researchers and academics. Although vague, and there have been many attempts to define gamification, Deterding’s definition correctly reflects the magnitude of gamification.
About Gamification of Society
Gamification of Society explores the role of computer-mediated communication (CMC) in the formation of social capital in virtual/digital communities through a virtual ethnography of war and first-person shooter video games.
The study creatively explores the extent of modality switching from the gaming paradigm. Learn more or get access to the study below.
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Longitudinal and cross-section virtual ethnography exploring the extent of modality-switching from the gaming paradigm.