The DOI matches its Crossref record; 5 of the 5 references it cites were found in a registry or an index.
Defining gamification: a service marketing perspective
Abstract
During recent years "gamification" has gained significant attention among practitioners and game scholars. However, the current understanding of gamification has been solely based on the act of adding systemic game elements into services. In this paper, we propose a new definition for gamification, which emphases the experiential nature of games and gamification, instead of the systemic understanding. Furthermore, we tie this definition to theory from service marketing because majority of gamification implementations aim towards goals of marketing, which brings to the discussion the notion of how customer / user is always ultimately the creator of value. Since now, the main venue for academic discussion on gamification has mainly been the HCI community. We find it relevant both for industry practitioners as well as for academics to study how gamification can fit in the body of knowledge of existing service literature because the goals and the means of gamification and marketing have a significant overlap.
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Cites
Evolving to a New Dominant Logic for Marketing
Vargo, S. L., & Lusch, R. F. (2004) · Journal of Marketing · doi:10.1509/jmkg.68.1.1.24036 · Cited by 14,779
From game design elements to gamefulness: defining "gamification"
Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011) · Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments · doi:10.1145/2181037.2181040 · Cited by 8,402
Service-dominant logic: continuing the evolution
Vargo, S. L., & Lusch, R. F. (2008) · Journal of the Academy of Marketing Science · doi:10.1007/s11747-007-0069-6 · Cited by 7,824
Persuasive Games: The Expressive Power of Videogames
Bogost, I. (2007) · doi:10.7551/mitpress/5334.001.0001 · Cited by 1,531
Georges, R. A., Avedon, E. M., & Sutton-Smith, B. (1975) · Western Folklore · doi:10.2307/1499097 · Cited by 244
Cited by
Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification
Hamari, J., Koivisto, J., & Sarsa, H. (2014) · 2014 47th Hawaii International Conference on System Sciences · doi:10.1109/hicss.2014.377 · Cited by 5,201
Self-citationGamification in theory and action: a survey
Seaborn, K., & Fels, D. I. (2015) · International Journal of Human-Computer Studies · doi:10.1016/j.ijhcs.2014.09.006 · Cited by 2,515
Mekler, E. D., Brühlmann, F., Tuch, A. N., & Opwis, K. (2017) · Computers in Human Behavior · doi:10.1016/j.chb.2015.08.048 · Cited by 990
Demographic differences in perceived benefits from gamification
Koivisto, J., & Hamari, J. (2014) · Computers in Human Behavior · doi:10.1016/j.chb.2014.03.007 · Cited by 841
Self-citationToward Meaningful Engagement: A Framework for Design and Research of Gamified Information Systems1
Liu, D., Santhanam, R., & Webster, J. (2017) · MIS Quarterly · doi:10.25300/misq/2017/41.4.01 · Cited by 521
Metadata
- Authors
- Huotari, K., & Hamari, J.
- Venue
- Proceeding of the 16th International Academic MindTrek Conference
- Publisher
- ACM
- Published
- 2012-10-03
- Pages
- 17-22
- OpenAlex
- W2081655353
- Cited by
- 1,150
- References
- 5
- FWCI
- 131.03
- Type
- conference paper
- Language
- en
- Open access
- closed
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