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(Re)Defining Gamification: A Process Approach

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Book cover Persuasive Technology (PERSUASIVE 2014)

Part of the book series: Lecture Notes in Computer Science ((LNISA,volume 8462))

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Abstract

Gamification is a growing phenomenon of interest to both practitioners and researchers. There remains, however, uncertainty about the contours of the field. Defining gamification as “the process of making activities more game-like” focuses on the crucial space between the components that make up games and the holistic experience of gamefulness. It better fits real-world examples and connects gamification with the literature on persuasive design.

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© 2014 Springer International Publishing Switzerland

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Werbach, K. (2014). (Re)Defining Gamification: A Process Approach. In: Spagnolli, A., Chittaro, L., Gamberini, L. (eds) Persuasive Technology. PERSUASIVE 2014. Lecture Notes in Computer Science, vol 8462. Springer, Cham. https://doi.org/10.1007/978-3-319-07127-5_23

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  • DOI: https://doi.org/10.1007/978-3-319-07127-5_23

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-07126-8

  • Online ISBN: 978-3-319-07127-5

  • eBook Packages: Computer ScienceComputer Science (R0)

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