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From game design elements to gamefulness

Sebastian Deterding; Dan Dixon; Rilla Khaled; Lennart E. Nacke · OpenAlex · 2011

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Recent years have seen a rapid proliferation of mass-market consumer software that takes inspiration from video games. Usually summarized as "gamification", this trend connects to a sizeable body of existing concepts and research in human-computer interaction and game studies, such as serious games, pervasive games, alternate reality games, or playful design. However, it is not clear how "gamification" relates to these, whether it denotes a novel phenomenon, and how to define it. Thus, in this paper we investigate "gamification" and the historical origins of the term in relation to precursors and similar concepts. It is suggested that "gamified" applications provide insight into novel, gameful phenomena complementary to playful phenomena. Based on our research, we propose a definition of "gamification" as the use of game design elements in non-game contexts.

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APA 7

Deterding, S, Dixon, D, Khaled, R, & Nacke, L. E. (2011). From game design elements to gamefulness. https://doi.org/10.1145/2181037.2181040

MLA

Deterding, Sebastian, et al. "From game design elements to gamefulness." 2011. https://doi.org/10.1145/2181037.2181040.

Chicago

Deterding, Sebastian, Dan Dixon, Rilla Khaled, and Lennart E. Nacke. 2011. "From game design elements to gamefulness.". https://doi.org/10.1145/2181037.2181040.

Harvard

Deterding, S. et al. 2011, From game design elements to gamefulness, OpenAlex, available at: https://doi.org/10.1145/2181037.2181040 [Accessed 8 Aug. 2026].

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Title
From game design elements to gamefulness
Author / contributors
Sebastian Deterding; Dan Dixon; Rilla Khaled; Lennart E. Nacke
Publisher
OpenAlex
Publication year
2011
Language
English

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