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From game design elements to gamefulness: defining "gamification"
Abstract
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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In the citing paper
“A gamification strategy is implemented in education to improve learning motivation and participation through the application of game elements and game mechanisms [10].”
From Design and Implementation of Gamified Augmented Reality Learning System to Enhance Biodiversity Education (2026) · cites this paper as [10]
In the citing paper
“Gamification - defined as the application of game design elements in non-game contexts - has emerged as a promising approach for increasing engagement, motivation, and user participation (Deterding et al., 2011; Hamari et al., 2014).”
From An Experimental Analysis of Gamification’s Impact on Customer Engagement and Retention in Subscription-Based Business Models (2026) · cites this paper as Deterding et al., 2011
In the citing paper
“Gamification in mobile app technology has emerged as a popular strategy, both in commercial culture and the field of academia as a means of influencing behaviors [15,16,20,21].”
From Just a Fad? Gamification in Health and Fitness Apps (2014) · cites this paper as [15]
In the citing paper
“Coding of the 10 effective game elements was taken from the work of Reeves and Read, which outlined the ten effective elements of games, and quoted in the work of Deterding et al [15,28].”
From Just a Fad? Gamification in Health and Fitness Apps (2014) · cites this paper as [15]
In the citing paper
“The six gamification components were determined by reviewing the current body of literature and finding common themes and components of gamification used or discussed in the literature for impacting health behavior [15,17,18].”
From Just a Fad? Gamification in Health and Fitness Apps (2014) · cites this paper as [15]
In the citing paper
“Additionally, the push towards gamification assumes that the use of rewards, levels, leaderboards, and external incentives are enough to sustain (health) behavior responses without using other components of games like problem solving, storytelling, and fantasy [15,18,36].”
From Just a Fad? Gamification in Health and Fitness Apps (2014) · cites this paper as [15]
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Cheng, V. W. S., Davenport, T. A., Johnson, D., Vella, K., Mitchell, J., & Hickie, I. B. (2018) · JMIR Mental Health · doi:10.2196/11068 · Cited by 62
“This includes not just applying commercial video games outside of an entertainment context, for example, psychological therapy [15], but also serious games (video games developed for a primary purpose other than player enjoyment [16]) and gamification [17,18].”
Health Behavior Theory in Physical Activity Game Apps: A Content Analysis
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Gamification design framework based on SDT for student motivation
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Science to practice: Does gamification enhance intrinsic motivation?
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Sustainable Development for Mobile Health Apps Using the Human-Centered Design Process
An, Q., Kelley, M. M., Hanners, A., & Yen, P.-Y. (2023) · JMIR Formative Research · doi:10.2196/45694 · Cited by 52
Reflective Informatics Through Family Storytelling: Self-discovering Physical Activity Predictors
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Psychotherapy and Artificial Intelligence: A Proposal for Alignment
de Mello, F. L., & de Souza, S. A. (2019) · Frontiers in Psychology · doi:10.3389/fpsyg.2019.00263 · Cited by 50
Thorsteinsen, K., Vittersø, J., & Svendsen, G. B. (2014) · International Journal of Telemedicine and Applications · doi:10.1155/2014/746232 · Cited by 50
Boettcher, J., Magnusson, K., Marklund, A., Berglund, E., Blomdahl, R., Braun, U., Delin, L., Lundén, C., Sjöblom, K., Sommer, D., et al. (2018) · Computers in Human Behavior · doi:10.1016/j.chb.2018.04.052 · Cited by 47
A Gamified Smartphone-Based Intervention for Depression: Randomized Controlled Pilot Trial
Lukas, C. A., Eskofier, B., & Berking, M. (2021) · JMIR Mental Health · doi:10.2196/16643 · Cited by 49
Batterham, P. J., Calear, A. L., Farrer, L., McCallum, S. M., & Cheng, V. W. S. (2018) · Internet Interventions · doi:10.1016/j.invent.2017.08.002 · Cited by 48
Xing, W., Song, Y., Li, C., Liu, Z., Zhu, W., & Oh, H. (2025) · British Journal of Educational Technology · doi:10.1111/bjet.13586 · Cited by 50
Litvin, S., Saunders, R., Jefferies, P., Seely, H., Pössel, P., & Lüttke, S. (2023) · JMIR Mental Health · doi:10.2196/47285 · Cited by 43
Intensive online videogame involvement: A new global idiom of wellness and distress
Snodgrass, J. G., Dengah, H. J. F., Polzer, E., & Else, R. (2019) · Transcultural Psychiatry · doi:10.1177/1363461519844356 · Cited by 42
Correcting Misconceptions About Gamification of Assessment: More Than SJTs and Badges
Armstrong, M. B., Ferrell, J. Z., Collmus, A. B., & Landers, R. N. (2016) · Industrial and Organizational Psychology · doi:10.1017/iop.2016.69 · Cited by 38
Artificial intelligence-driven serious games in health care: scoping review
Abd-alrazaq, A., Abuelezz, I., Hassan, A., AlSammarraie, A., Alhuwail, D., Irshaidat, S., Abu Serhan, H., Ahmed, A., Alabed Alrazak, S., & Househ, M. (2022) · JMIR Serious Games · doi:10.2196/39840 · Cited by 39
Cognitive prostheses for goal achievement
Lieder, F., Chen, O. X., Krueger, P. M., & Griffiths, T. L. (2019) · Nature Human Behaviour · doi:10.1038/s41562-019-0672-9 · Cited by 32
Metadata
- Authors
- Deterding, S., Dixon, D., Khaled, R., & Nacke, L.
- Affiliations
- Universität Hamburg (DE)
- University of the West of England (GB)
- University of Copenhagen (DK)
- Ontario Tech University (CA)
- Venue
- Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments
- Publisher
- ACM
- Published
- 2011-09-28
- Pages
- 9-15
- OpenAlex
- W2023718959
- Cited by
- 8,402
- References
- 64
- Citations by year
- 2026: 974 · 2025: 1073 · 2024: 825 · 2023: 742 · 2022: 630 · 2021: 713 · 2020: 587 · 2019: 551 · 2018: 537 · 2017: 481 · 2016: 414 · 2015: 388 · 2014: 295 · 2013: 153 · 2012: 33
- FWCI
- 399.83
- Type
- conference paper
- Language
- en
- Open access
- closed
- Locations
- International Academic Mindtrek Conference (Mindtrek) (publishedVersion)
- Topics
- Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
- Social Sciences › Sociology and Political Science › Digital Games and Media
- Physical Sciences › Computer Science › Human-Computer Interaction › Innovative Human-Technology Interaction
- Keywords
- gamification, game elements, serious games, pervasive games, alternate reality games, playful design, history of the term
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