top of page

ABOUT Gamification

Gamification is defined as "the use of game design elements in non-game contexts"(Deterding, Dixon, Khaled & Nacke, 2011, p.9).

GAMIFICATION HISTORY

History

Gamification has a long history. As far back as 1896, Sperry & Hutchinson (S&H) sold green stamps to retailers who used them to reward customers (Slatalla, 2000). Since that time game elements have become commonplace in our lives between airline frequent flyer programs, car rental rewards programs, hotel loyalty programs and Fitbit challenges. Although gamification and badges have been around for many years, elements such as real-time data analytics, mobility, cloud services and social media platforms have improved the outcome of these initiatives.

 

Game Elements

Kapp (2013) identified four major categories under which most game elements can be classified: engagement, autonomy, mastery and a sense of progression. Kapp, Blair and Mesch also identified a number of examples of game dynamics or actions which take place while a player is engaged with a game: matching, collecting/capturing, allocating resources, strategizing, building, puzzle solving, exploring, helping and role-playing (as cited in Kapp, 2013). Merging these dynamics with the game elements listed above provides a framework in which learners can be engaged through gamification.

 

bottom of page