Gamification

According to Sebastien Deterding, Gamification is the use of game design mechanics and thinking in non-game contexts. Although there are several attempts to quantify and define Gamification, Deterding’s definition is most widely used and highly recommended by academics and gamification experts.

Early attempts to define gamification manifest through the works of Mihaly Csikszentmihalyi in 1990, Nick Pelling in 2002, and Yu-Kai Chou in 2003. It was not until 2011 that Sebastien Deterding creatively condensed the concept to the use of game design elements in a non-game context.

When people share leisure time together, they develop a certain bond and social capital and games have this inherent ability to keep people engaged, build relationships and trust between people, and develop their creative potentials.

Gamification is the art of extracting all the fun and addicting elements found in games and applying them to real-world or productive activities. Gamification focuses on the intrinsic and the extrinsic, it is Human-Focused Experience Design.

Human Focused Design Vs. Function Focused Design

Human Focused Design is an experience design process that optimizes for the human in the system, as opposed to the pure efficiency of the system. In the past, systems were mostly function-focused designed and designed to get the job done quickly. This is like a factory that assumes that the workers within will do their jobs. However, Human-Focused Design remembers that people in the system have feelings, insecurities, and reasons why they want or do not want to do things, and therefore optimizes for their feelings, motivations, and engagement.

What are Game Design Mechnics & Thinking?

Game Design Mechanics or Game Mechanics are the game functions that support Game Thinking. Game Mechanics have been defined in a variety of different ways, ranging
from relating mechanics to game rules to specific player interactions. During a game, game mechanics create patterns of repeated behaviour, it is the experiential building blocks of play. For example, points, badges and leaderboards.

Game Thinking applies to the rules, procedures and psychology that govern and guide the player’s actions, as well as the game’s response to them. Game thinking effectively specifies how the game will work for the people who play it. For example, the use of instructional storytelling in video games.

About Gamification of Society

Gamification of Society explores the role of computer-mediated communication (CMC) in the formation of social capital in digital communities through a longitudinal and cross-sectional virtual ethnography of first-person shooter video games. The study creatively explores the extent of modality switching from the gaming paradigm introducing a new theory and frameworks for digital inclusion.

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