Abstract
Gamification is a relatively novel concept which is attracting interest from academics and practitioners as a method of mediating individual behaviour. It is increasingly being used in a wide range of social and business contexts across a range of diverse activities such as education, health care and personal productivity. In this article, the components used to implement gamification are catalogued. Using a standardised rubric, a sample of gamified activities is studied to measure the prevalence of the various components used to implement gamification. This research provides an empirically validated catalogue of specific components used to implement gamification, which can serve to guide the work of academics and practitioners. It demonstrates variance in the use of the different types of component, indicating that the utility of gamification components may differ. Finally, by contrasting the utilization of components in the individual and group contexts, this research identifies the contextual sensitivity of gamification.
Original language | English |
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Title of host publication | Research Anthology on Game Design, Development, Usage, and Social Impact |
Publisher | IGI Global |
Pages | 1852-1869 |
Number of pages | 18 |
ISBN (Electronic) | 9781668475904 |
ISBN (Print) | 1668475898, 9781668475898 |
DOIs | |
Publication status | Published - 7 Oct 2022 |