Document Type
Student Paper
Publication Date
4-14-2014
Abstract
The universally accepted definition of gamification is the use of game design elements in non-game contexts. A non-game context refers to any context with an expected use other than simple entertainment (Giannetto et al., 2013, p.197). Gamification is a relatively new term, coined in the early 2000's, which did not gain popular recognition until 2010. The application of gamification is far-reaching, with the potential to revolutionize traditional corporate and educational strategies. The key goal of gamification is user-engagement, which is a factor that many current approaches overlook. It aims to change not only the involvement of users, but to change their behaviors through the use of game psychology, which is proven to be an effective method for behavior modification.
Gamification is not only a potential solution for the disconnect between users and their work, but it is the solution the people need. For younger users in particular, traditional approaches leave them unsatisfied, which lessens their motivation to be engaged in work and education further than boredom alone. Companies and educators have realized this, and look to gamification to reinvigorate their users.
Recommended Citation
Carroll, Adrienne, "APPLICATIONS OF GAMIFICATION: OVERCOMING A DIGITAL DISCONNECT" (2014). Senior Seminars. 14.
https://digitalcommons.bridgewater.edu/senior_seminars/14