Gamification

Gamification Gamification er en kommunikationsform, hvor “spilelementer anvendes i en ikke-spil-kontekst” og med et andet formål end blot at underholde (Deterding m.fl. 2011). Spilelementerne i gamification er kendte spilmekanikker, spilæstetikker og spilkonventioner fra analoge og digitale spil. Gamification har til formål at fremme deltagelse og engagement hos en målgruppe gennem et strategisk samspil mellem spilelementer, […]

Log ind for at læse videre.
Supplerende læsning

Ferrara 2012, McGonigal 2011, Montola, Stenros, & Waern 2009, Ritterfeld, Cody & Vorderer 2009

Reference

Bogost, Ian (2010). Persuasive Games. Cambridge, Mass.: MIT Press

Deterding, Sebastian; Dixon, Dan; Khaled, Rilla & Nacke, Lennart (2011). “From Game Design Elements to Gamefulness: Defining ‘Gamification’.” I: Proceedings of the 15th International Academic MindTrek Conference on Envisioning Future Media Environments. – MindTrek ’11, 28.-30. september, Tampere, Finland

Ferrara, John (2012). Playful Design: Creating Game Experiences in Everyday Interfaces. New York: Rosenfeld Media

Halter, Ed (2006). From Sun Tzu to Xbox: War and Videogames. New York: Thunderʼs Mouth Press

Hamari, Juho (2011). Perspectives from Behavioral Economics to Analyzing Game Design Patterns: Loss Aversion in Social Games. Paper præsenteret ved CHI ’2011 (Social Games Workshop), 7.-12. maj, Vancouver, BC, Canada

Kapp, Karl M.; Blair, Lucas & Mesch, Rich (2014). The Gamification of Learning and Instruction Fieldbook: Ideas into Practice. Chichester: Wiley

Landers, Richard N.; Bauer, Kristina N.; Callan, Rachel C. & Armstrong, Michael B. (2015). “Psychological Theory and the Gamification of Learning.” I: Reiners, Torsten & Wood, Lincoln C. (red.). Gamification in Education and Business. Berlin: Springer, s. 165-186

Lomborg, Stine (2016). “Exercising with the Smartphone.” I: Sandvik, Kjetil; Thorhauge, Anne Mette & Valtysson, Bjarki (red.). Media and the Mundane. Communication Across Media in Everyday Life. Göteborg: Nordicom, s. 75-89

McGonigal, Jane (2011). Reality Is Broken: Why Games Make Us Better and How They Can Change the World. London: Penguin

Montola, Markus; Stenros, Jaakko & Waern, Annika (2009). Pervasive Games: Theory and Design. Experiences on the Boundary Between Life and Play. Amsterdam: Morgan Kaufmann

Pelling, Nick (2011). The (Short) Prehistory of Gamification. Tilgængelig på <https://nanodome.wordpress.com/2011/08/09/the-short-prehistory-of-gamification/> (Set 24.01.18)

Reeves, Byron & Read, J. Leighton (2009). Total Engagement: Using Games and Virtual Worlds to Change the Way People Work and Businesses Compete. Boston, Mass.: Harvard Business Press

Ritterfeld, Ute; Cody, Michael J. & Vorderer, Peter (2009). Serious Games: Mechanisms and Effects. London: Routledge

Scott, David Meerman (2007). The New Rules of Marketing and PR. Hoboken, N.J.: John Wiley