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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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
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