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.
Overview
The claims and statistics of this paper haven’t been checked yet.
Run the check — free, no account needed. It reads the open-access text and checks the sources it cites.
Integrity signals
Registry
Cites
Statistics
Verification
Claims the paper makes
The claims and statistics of this paper haven’t been checked yet.
Run the check — free, no account needed. It reads the open-access text and checks the sources it cites.
Self-check
Percentages, sums and reported differences re-computed from the paper’s own numbers.
The self-check needs the paper’s full text.
Citations
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
Students’ perception of Kahoot!’s influence on teaching and learning
Licorish, S. A., Owen, H. E., Daniel, B., & George, J. L. (2018) · Research and Practice in Technology Enhanced Learning · doi:10.1186/s41039-018-0078-8 · Cited by 521
Player Types: A Meta-synthesis
Hamari, J., & Tuunanen, J. (2014) · Transactions of the Digital Games Research Association · doi:10.26503/todigra.v1i2.13 · Cited by 355
Self-citationGamification: Design of IT-Based Enhancing Services for Motivational Support and Behavioral Change
Blohm, I., & Leimeister, J. M. (2013) · Business & Information Systems Engineering · doi:10.1007/s12599-013-0273-5 · Cited by 347
Gamification in apps and Technologies for Improving Mental Health and Well-Being: systematic review
Cheng, V. W. S., Davenport, T., Johnson, D., Vella, K., & Hickie, I. B. (2019) · JMIR Mental Health · doi:10.2196/13717 · Cited by 280
The Most Popular Smartphone Apps for Weight Loss: A Quality Assessment
Chen, J., Cade, J. E., & Allman-Farinelli, M. (2015) · JMIR mHealth and uHealth · doi:10.2196/mhealth.4334 · Cited by 219
Ratinho, E., & Martins, C. (2023) · Heliyon · doi:10.1016/j.heliyon.2023.e19033 · Cited by 221
Designing interactive systems through a game lens: An ethnographic approach
Rapp, A. (2017) · Computers in Human Behavior · doi:10.1016/j.chb.2015.02.048 · Cited by 94
Does gamification engage users in online shopping?
García-Jurado, A., Torres-Jiménez, M., Leal-Rodríguez, A. L., & Castro-González, P. (2021) · Electronic Commerce Research and Applications · doi:10.1016/j.elerap.2021.101076 · Cited by 81
Recommendations for implementing gamification for mental health and wellbeing
Cheng, V. W. S. (2020) · Frontiers in Psychology · doi:10.3389/fpsyg.2020.586379 · Cited by 74
Tudor-Sfetea, C., Rabee, R., Najim, M., Amin, N., Chadha, M., Jain, M., Karia, K., Kothari, V., Patel, T., Suseeharan, M., et al. (2018) · JMIR mHealth and uHealth · doi:10.2196/mhealth.9405 · Cited by 56
Competing or aiming to be average?: normification as a means of engaging digital volunteers
Preist, C., Massung, E., & Coyle, D. (2014) · Proceedings of the 17th ACM conference on Computer supported cooperative work & social computing · doi:10.1145/2531602.2531615 · Cited by 65
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].”
Learning IS Child’s Play: Game-Based Learning in Computer Science Education
Hosseini, H., Hartt, M., & Mostafapour, M. (2019) · ACM Transactions on Computing Education · doi:10.1145/3282844 · Cited by 50
Exploring the Darkness of Gamification: You Want It Darker?
Nyström, T. (2021) · Lecture Notes in Networks and Systems · doi:10.1007/978-3-030-80129-8_35 · Cited by 32
Jiménez‐Hernández, E. M., Oktaba, H., Díaz‐Barriga, F., & Piattini, M. (2020) · Computer Applications in Engineering Education · doi:10.1002/cae.22335 · Cited by 29
Gamification and the Trough of Disillusionment
Broer, J. (2014) · Mensch & Computer 2014 - Workshopband · doi:10.1524/9783110344509.389 · Cited by 13
Well-Being’s Predictive Value: A Gamified Approach to Managing Smart Communities
Hall, M., Caton, S., & Weinhardt, C. (2013) · Lecture Notes in Computer Science · doi:10.1007/978-3-642-39371-6_2 · Cited by 14
Impact of Gamification on User Experience: An Empirical Review
Persada, A. G. (2023) · 2023 7th International Conference on Electrical, Telecommunication and Computer Engineering (ELTICOM) · doi:10.1109/elticom61905.2023.10443134 · Cited by 7
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
About these checks
Registry, retraction, Cites and statistics results are computed, not judged, with one exception: a printed reference that no index lists is read once by a model before it counts as a citation error. Claims are extracted by a model and kept only when their quote appears verbatim in the text; each cited source is then checked, with a model’s help, for whether it says what the claim relies on. Those verdicts can be wrong — read the claim’s quote and the cited source before relying on one.
Statistics and arithmetic are recomputed, not judged.
Confidence bands are shown only for fields calibrated on our annotated test set. None is calibrated yet, so no band is shown.
What counts as a claim ›How we measure confidence ›How we check this ›
Are you an author, or do you see a problem with this page? Request a review
Data sources
Bibliographic data: Semantic Scholar, OpenAlex, Crossref.
Contains information from the Semantic Scholar Academic Graph Datasets, made available under the ODC Attribution License (ODC-BY 1.0).
Semantic Scholar’s data is described in: Kinney, R., et al. (2023). The Semantic Scholar Open Data Platform. arXiv:2301.10140.