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Gamification: Thoughts on
    definition and design
                061781 정중필
Defining Gamification
   "The use of game design elements in
    non-game contexts"
Defining Gamification
   Remember the Milk vs. Epic Win
One size fits all: badges, leaderboards and points

    Badges! Points! Leaderboards!
One size fits all: badges, leaderboards and points

    Motivation theory
Turning to player enjoyment and
motivation to play
   Self-Determination Theory
References
   [1] Gartner (2011) Gartner Says By 2015, More Than 50 Percent of Organizations
    That Manage Innovation Processes Will Gamify Those Processes. Available
    from http://www.gartner.com/it/page.jsp?id=1629214. (Accessed 24 April, 2012)
   [2] Deterding, S., Khaled, R., Nacke, L., & Dixon, D. (2011). Gamification: Toward a
    definition. CHI 2011. Presented at the Computer Human
    Interaction, Vancouver, British Columbia, Canada: ACM.
   [3] Caillois, R. (1961). Man, Play, and Games.
   [4] Zichermann, G., & Cunninghame, C. (2011). Gamification by Design. O’Reilly
    Media.
   [5] Ryan, R. M., & Deci, E. L. (2000). Self-determination theory and the facilitation of
    intrinsic motivation, social development, and well-being. American
    Psychologist, 55(1), 68–78.
   [6] Ryan, R. M., Rigby, C. S., & Przybylski, A. (2006). The Motivational Pull of Video
    Games: A Self-Determination Theory Approach. Motivation and Emotion, 30(4), 344–
    360.
   [7] Csikszentmihalyi, M. (1990). Flow: The psychology of optimal experience. New
    York: Harper & Row.
   원문 :
    http://gamasutra.com/blogs/ZacharyFitzWalter/20120426/169287/Gamification_Thoug
    hts_on_definition_and_design.php

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중간고사 대체과제

  • 1. Gamification: Thoughts on definition and design 061781 정중필
  • 2. Defining Gamification  "The use of game design elements in non-game contexts"
  • 3. Defining Gamification  Remember the Milk vs. Epic Win
  • 4. One size fits all: badges, leaderboards and points  Badges! Points! Leaderboards!
  • 5. One size fits all: badges, leaderboards and points  Motivation theory
  • 6. Turning to player enjoyment and motivation to play  Self-Determination Theory
  • 7. References  [1] Gartner (2011) Gartner Says By 2015, More Than 50 Percent of Organizations That Manage Innovation Processes Will Gamify Those Processes. Available from http://www.gartner.com/it/page.jsp?id=1629214. (Accessed 24 April, 2012)  [2] Deterding, S., Khaled, R., Nacke, L., & Dixon, D. (2011). Gamification: Toward a definition. CHI 2011. Presented at the Computer Human Interaction, Vancouver, British Columbia, Canada: ACM.  [3] Caillois, R. (1961). Man, Play, and Games.  [4] Zichermann, G., & Cunninghame, C. (2011). Gamification by Design. O’Reilly Media.  [5] Ryan, R. M., & Deci, E. L. (2000). Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. American Psychologist, 55(1), 68–78.  [6] Ryan, R. M., Rigby, C. S., & Przybylski, A. (2006). The Motivational Pull of Video Games: A Self-Determination Theory Approach. Motivation and Emotion, 30(4), 344– 360.  [7] Csikszentmihalyi, M. (1990). Flow: The psychology of optimal experience. New York: Harper & Row.  원문 : http://gamasutra.com/blogs/ZacharyFitzWalter/20120426/169287/Gamification_Thoug hts_on_definition_and_design.php