Abstract
Gamification is about identifying structures and behavioral procedures in “games” (video-games, board-games, party-games… or even sports!) and replicate them in educational or working, to manage audience behavior.
This is a preview of subscription content, log in via an institution.
Buying options
Tax calculation will be finalised at checkout
Purchases are for personal use only
Learn about institutional subscriptionsNotes
- 1.
Caillois means, with “games”, more than what we usually do. Anything beyond primary survival needs is a “game”: dancing, performing arts, running… even assuming recreational drugs!
Bibliography
Atkins, B. (2003). More than a game: The computer game as fictional form. Manchester, UK: Manchester University Press.
Burke, B. Nov. 27 2012. Gamification trends and strategies to help prepare for the future. Available on line at http://www.gartner.com/newsroom/id/2251015.
Caillois, R. (1967). Les jeux et les hommes: Le masque et le vertige. Paris: Gallimard.
Cohen, R. J., Swerdlik, M. E., & Smith, D. K. (1992). Psychological testing and assessment: An introduction to tests and measurement. Mountain View, CA: Mayfield.
Costikyan, G. (1994). ‘I have no words & I must design’, in: Interactive Fantasy #2. Retrieved February 28, 2006, from http://www.costik.com/nowords.html.
Eskelinen, M. (2001). ‘The gaming situation,’ in Game Studies. 2(1). Retrieved March 22, 2006, http://www.gamestudies.org.
Huizinga, J. (1997). Homo ludens: Proeve ener bepaling van het spelelement der cultuur. Amsterdam: Pandora.
Hunicke R., LeBlanc M., Zubek R. (2005). MDA: A formal approach to game design and game research. http://www.cs.northwestern.edu/~hunicke/pubs/MDA.pdf.
Juul, J. (2001). ‘Games telling stories?: A brief note on games and narratives,’ in Game Studies, 1(1). http://www.gamestudies.org.
Koster, R. (2004). A theory of fun for game design. Phoenix, AZ: Paraglyph. Excerpt available http://www.theoryoffun.com/.
Lazzaro, N. (2004). Why we play games: Four keys to more emotion without story. Oakland, CA: XeoDesign. http://www.xeodesign.com/xeodesign_whyweplaygames.pdf.
LeBlanc, M. (2004). Mechanics, dynamics, aesthetics: a formal approach to game design. Lecture at Northwestern University. Retrieved April 2004, http://algorithmancy.8kindsoffun.com/MDAnwu.ppt
McGonigal, J. (2011). Reality is broken. London: Jonathan Cape.
Motterlini, M. (2008). Trappole mentali. Milano: Rizzoli. In Italian.
Ninoles, F. (2002). System color: A typology of RPG mechanics. http://harmonies.tzone.org/articles/colors/colors.html
Schreiber, I. (2009). Games design concept. http://gamedesignconcepts.wordpress.com/
Wilson, T. (2002). Stranger to ourselves: Discovering the adaptative unconsious. Cambridge: Harvard University Press.
Ludography
Blue Dog Web Agency. 2011. Mahjongg StarQ8. https://www.facebook.com/promoStarQ8/app_210599752312636
Bauer Rodrigues, H. (2013). Harlem shake. New York: Mad Decent.
42 Entertainment, 2007. “Why So Serious” marketing campaign for Warner Brothers. References available http://whysoserious.com/
Computer Science and Engineering Department, Univ. of Washington 2007. “Fold It”. http://fold.it/portal/ Shea, A. 2012. The value of design disruption. The Design Observer Group. http://changeobserver.designobserver.com/feature/flies-in-urinals-the-value-of-design-disruptions/33108/
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2015 Springer International Publishing Switzerland
About this chapter
Cite this chapter
Danelli, F. (2015). Implementing Game Design in Gamification. In: Reiners, T., Wood, L. (eds) Gamification in Education and Business. Springer, Cham. https://doi.org/10.1007/978-3-319-10208-5_4
Download citation
DOI: https://doi.org/10.1007/978-3-319-10208-5_4
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-319-10207-8
Online ISBN: 978-3-319-10208-5
eBook Packages: Business and EconomicsEconomics and Finance (R0)