Skip to main content
Top

2018 | OriginalPaper | Chapter

17. Gamification

Authors : Felix Raczkowski, Niklas Schrape

Published in: Game Studies

Publisher: Springer Fachmedien Wiesbaden

Activate our intelligent search to find suitable subject content or patents.

search-config
loading …

Zusammenfassung

Gamification – was ist das? Eine vielversprechende Möglichkeit, sich einem unklaren Begriff einer fremden Sprache anzunähern, ist ihn zu übersetzen – was in diesem Falle überraschend selten geschieht. Wo es der Fall ist, wird meist von „Gamifizierung“ geschrieben, gerade so als wolle man sich vor der Bedeutungsfülle des deutschen „Spiel“ hinter dem scheinbar präziseren englischen „game“ verstecken.

Dont have a licence yet? Then find out more about our products and how to get one now:

Springer Professional "Wirtschaft+Technik"

Online-Abonnement

Mit Springer Professional "Wirtschaft+Technik" erhalten Sie Zugriff auf:

  • über 102.000 Bücher
  • über 537 Zeitschriften

aus folgenden Fachgebieten:

  • Automobil + Motoren
  • Bauwesen + Immobilien
  • Business IT + Informatik
  • Elektrotechnik + Elektronik
  • Energie + Nachhaltigkeit
  • Finance + Banking
  • Management + Führung
  • Marketing + Vertrieb
  • Maschinenbau + Werkstoffe
  • Versicherung + Risiko

Jetzt Wissensvorsprung sichern!

Springer Professional "Wirtschaft"

Online-Abonnement

Mit Springer Professional "Wirtschaft" erhalten Sie Zugriff auf:

  • über 67.000 Bücher
  • über 340 Zeitschriften

aus folgenden Fachgebieten:

  • Bauwesen + Immobilien
  • Business IT + Informatik
  • Finance + Banking
  • Management + Führung
  • Marketing + Vertrieb
  • Versicherung + Risiko




Jetzt Wissensvorsprung sichern!

Literature
go back to reference Ayllon, Teodoro und Azrin, Nathan. 1968. The Token Economy. A Motivational System for Therapy and Rehabilitation. New York: Appleton Century-Crofts. Ayllon, Teodoro und Azrin, Nathan. 1968. The Token Economy. A Motivational System for Therapy and Rehabilitation. New York: Appleton Century-Crofts.
go back to reference Beck, John C. und Wade, Mitchell. 2004. Got Game: How the Gamer Generation is Reshaping Business Forever. Boston: Harvard Business School Press. Beck, John C. und Wade, Mitchell. 2004. Got Game: How the Gamer Generation is Reshaping Business Forever. Boston: Harvard Business School Press.
go back to reference Bogost, Ian. 2014. Why Gamification is Bullshit. In The Gameful World. Approaches, Issues, Applications, hrsg. S. P. Walz und S. Deterding, 65–79. Cambridge/MA: MIT Press. Bogost, Ian. 2014. Why Gamification is Bullshit. In The Gameful World. Approaches, Issues, Applications, hrsg. S. P. Walz und S. Deterding, 65–79. Cambridge/MA: MIT Press.
go back to reference Caillois, Roger. 1966. Die Spiele und die Menschen. Maske und Rausch. München: Langen-Müller. Caillois, Roger. 1966. Die Spiele und die Menschen. Maske und Rausch. München: Langen-Müller.
go back to reference Chatfield, Tom. 2010. Fun INC. Why Games are the 21st Century’s Most Serious Business. London: Virgin Books. Chatfield, Tom. 2010. Fun INC. Why Games are the 21st Century’s Most Serious Business. London: Virgin Books.
go back to reference Deterding, Sebastian et al. 2011. Gamification. In CHI 2011 Workshop Gamification: Using Game Design Elements in Non-Game Contexts. Deterding, Sebastian et al. 2011. Gamification. In CHI 2011 Workshop Gamification: Using Game Design Elements in Non-Game Contexts.
go back to reference Deterding, Sebastian (2014): Eudamonic Design, or: Six Invitations to Rethink Gamification. In: Mathias Fuchs, Sonia Fizek, Paolo Ruffino, Niklas Schrape: Rethinking Gamification. Lüneburg: Meson Press. Deterding, Sebastian (2014): Eudamonic Design, or: Six Invitations to Rethink Gamification. In: Mathias Fuchs, Sonia Fizek, Paolo Ruffino, Niklas Schrape: Rethinking Gamification. Lüneburg: Meson Press.
go back to reference Dignan, Aaron (2011): Game Frame: Using Games as a Strategy for Success. New York, Free Press. Dignan, Aaron (2011): Game Frame: Using Games as a Strategy for Success. New York, Free Press.
go back to reference Dragona, Daphne. 2014. Counter Gamification. Emergent Tactics and Practices Against the Rule of Numbers. In Rethinking Gamification, hrsg. M. Fuchs et al., 227–250. Lüneburg: Meson Press. Dragona, Daphne. 2014. Counter Gamification. Emergent Tactics and Practices Against the Rule of Numbers. In Rethinking Gamification, hrsg. M. Fuchs et al., 227–250. Lüneburg: Meson Press.
go back to reference Edery, David und Ethan Mollick. 2009. Changing the Game: How Video Games are Transforming the Future of Business. New Jersey: FT Press. Edery, David und Ethan Mollick. 2009. Changing the Game: How Video Games are Transforming the Future of Business. New Jersey: FT Press.
go back to reference Fizek, Sonia. 2014. Why Fun Matters. In Search of Emergent Playful Experiences. In Rethinking Gamification, hrsg. M. Fuchs et al., 273–288. Lüneburg: Meson Press. Fizek, Sonia. 2014. Why Fun Matters. In Search of Emergent Playful Experiences. In Rethinking Gamification, hrsg. M. Fuchs et al., 273–288. Lüneburg: Meson Press.
go back to reference Frankfurt, Harry G. 2005. On Bullshit. Princeton: Princeton Univ. Press. Frankfurt, Harry G. 2005. On Bullshit. Princeton: Princeton Univ. Press.
go back to reference Fuchs, Mathias. 2015. Total Gamification: Introduction. In Diversity of Play, hrsg. M. Fuchs, Lüneburg: Meson Press. Fuchs, Mathias. 2015. Total Gamification: Introduction. In Diversity of Play, hrsg. M. Fuchs, Lüneburg: Meson Press.
go back to reference Geller, E. Scott et al. 1973. Prompting a Consumer Behavior for Pollution Control. In Journal of Applied Behavior Analysis Vol. 6, No. 3: 367–376. Geller, E. Scott et al. 1973. Prompting a Consumer Behavior for Pollution Control. In Journal of Applied Behavior Analysis Vol. 6, No. 3: 367–376.
go back to reference Hedin, Björn. 2015. The Academic Career System – An Example of Gamification Gone Wrong. Paper presented at the Gamification of Work Conference, Paris. Hedin, Björn. 2015. The Academic Career System – An Example of Gamification Gone Wrong. Paper presented at the Gamification of Work Conference, Paris.
go back to reference Juul, Jesper. 2005. Half-Real. Video Games Between Real Rules and Fictional Worlds. Cambridge/MA: MIT Press. Juul, Jesper. 2005. Half-Real. Video Games Between Real Rules and Fictional Worlds. Cambridge/MA: MIT Press.
go back to reference Juul, Jesper. 2013. The Art of Failure. An Essay on the Pain of Playing Videogames. Cambridge/MA: MIT Press. Juul, Jesper. 2013. The Art of Failure. An Essay on the Pain of Playing Videogames. Cambridge/MA: MIT Press.
go back to reference McGonigal, Jane. 2011. Reality is Broken. Why Games Make Us Better and How They Can Change the World. London: Jonathan Cape. McGonigal, Jane. 2011. Reality is Broken. Why Games Make Us Better and How They Can Change the World. London: Jonathan Cape.
go back to reference Mills, John A. 1998. Control. A History of Behavioral Psychology. New York: New York Univ. Press. Mills, John A. 1998. Control. A History of Behavioral Psychology. New York: New York Univ. Press.
go back to reference Paharia, Rajat. 2013. Loyalty 3.0. How to Revolutionize Customer and Employee Engagement with Big Data and Gamification. New York: McGraw Hill. Paharia, Rajat. 2013. Loyalty 3.0. How to Revolutionize Customer and Employee Engagement with Big Data and Gamification. New York: McGraw Hill.
go back to reference Radoff, Jon. 2011. Game On: Energize Your Business With Social Media Games. Indianapolis: Wiley. Radoff, Jon. 2011. Game On: Energize Your Business With Social Media Games. Indianapolis: Wiley.
go back to reference Raessens, Joost. 2014. The Ludification of Culture. In Rethinking Gamification, hrsg. M. Fuchs et al., 91–118. Lüneburg: Meson Press. Raessens, Joost. 2014. The Ludification of Culture. In Rethinking Gamification, hrsg. M. Fuchs et al., 91–118. Lüneburg: Meson Press.
go back to reference Reeves, Byron und J. Leighton Read. 2009. Total Engagement: Using Games and Virtual Worlds to Change the Way People Work and Businesses Compete. Boston: Harvard Business Press. Reeves, Byron und J. Leighton Read. 2009. Total Engagement: Using Games and Virtual Worlds to Change the Way People Work and Businesses Compete. Boston: Harvard Business Press.
go back to reference Starr, Paul. 1994. Policy as a Simulation Game. Zit. nach Ian Bogost. 2006. Unit Operations. An Approach to Videogame Criticism. Cambridge/MA: MIT Press. Starr, Paul. 1994. Policy as a Simulation Game. Zit. nach Ian Bogost. 2006. Unit Operations. An Approach to Videogame Criticism. Cambridge/MA: MIT Press.
go back to reference Werbach, Kevin und Dan Hunter. 2012. For the Win: How Game Thinking Can Revolutionize Your Business. Philadelphia: Warton Digital Press. Werbach, Kevin und Dan Hunter. 2012. For the Win: How Game Thinking Can Revolutionize Your Business. Philadelphia: Warton Digital Press.
go back to reference Wittgenstein, Ludwig. 2004. Philosophische Untersuchungen. In: ders.: Werksausgabe Bd. 1. Tractatus logico-philosophicus. Tagebücher 1914-1916. Philosophische Untersuchungen. Frankfurt/M.: Suhrkamp. Wittgenstein, Ludwig. 2004. Philosophische Untersuchungen. In: ders.: Werksausgabe Bd. 1. Tractatus logico-philosophicus. Tagebücher 1914-1916. Philosophische Untersuchungen. Frankfurt/M.: Suhrkamp.
go back to reference Zichermann, Gabe und Christopher Cunningham. 2011. Gamification by Design. Implementing Game Mechanics in Web and Mobile Apps. Sebastopol: O’Reilly Press. Zichermann, Gabe und Christopher Cunningham. 2011. Gamification by Design. Implementing Game Mechanics in Web and Mobile Apps. Sebastopol: O’Reilly Press.
go back to reference Zichermann, Gabe und Joselin Linder. 2010. Game-Based Marketing. New Jersey, Wiley. Zichermann, Gabe und Joselin Linder. 2010. Game-Based Marketing. New Jersey, Wiley.
Metadata
Title
Gamification
Authors
Felix Raczkowski
Niklas Schrape
Copyright Year
2018
DOI
https://doi.org/10.1007/978-3-658-13498-3_17