Skip to main content
Top
Published in:
Cover of the book

2017 | OriginalPaper | Chapter

1. Introduction to Gamification: Foundation and Underlying Theories

Authors : Amir Matallaoui, Nicolai Hanner, Rüdiger Zarnekow

Published in: Gamification

Publisher: Springer International Publishing

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

search-config
loading …

Abstract

This introductory article provides basic definitions, concepts and theories surrounding gamification that are used throughout the remainder of this book. It distinguishes gamification from other research areas, such as gameful design and serious games. It then goes on to introduce common game mechanics, achievement systems, game dynamics and aesthetics. The second part of the article focusses on underlying theories. It examines the influence of motivation theory, achievement goal theory and flow theory on gamification. The article also describes different player archetypes.

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 "Technik"

Online-Abonnement

Mit Springer Professional "Technik" erhalten Sie Zugriff auf:

  • über 67.000 Bücher
  • über 390 Zeitschriften

aus folgenden Fachgebieten:

  • Automobil + Motoren
  • Bauwesen + Immobilien
  • Business IT + Informatik
  • Elektrotechnik + Elektronik
  • Energie + Nachhaltigkeit
  • Maschinenbau + Werkstoffe




 

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 Barr, P. (2007). Video game values: Play as human-computer interaction. Interacting with Computers, 19(2), 180–195.CrossRef Barr, P. (2007). Video game values: Play as human-computer interaction. Interacting with Computers, 19(2), 180–195.CrossRef
go back to reference Bartle, R. (1996). Hearts, clubs, diamonds, spades: players who suit MUDs. Journal of MUD Research, 1(1), 19. Bartle, R. (1996). Hearts, clubs, diamonds, spades: players who suit MUDs. Journal of MUD Research, 1(1), 19.
go back to reference Caillois, R. (1961). Man, play and games. Chicago: University of Illinois Press. Caillois, R. (1961). Man, play and games. Chicago: University of Illinois Press.
go back to reference Carroll, J. M. (1982). The adventure of getting to know a computer. Computer, 15(11), 49–58.CrossRef Carroll, J. M. (1982). The adventure of getting to know a computer. Computer, 15(11), 49–58.CrossRef
go back to reference Csikszentmihalyi, M. (1975). Beyond boredom and anxiety: Experiencing flow in work and play. San Francisco: Jossey-Bass. Csikszentmihalyi, M. (1975). Beyond boredom and anxiety: Experiencing flow in work and play. San Francisco: Jossey-Bass.
go back to reference Csikszentmihalyi, M. (2008). Flow: The psychology of optimal experience. New York: HarperCollins. Csikszentmihalyi, M. (2008). Flow: The psychology of optimal experience. New York: HarperCollins.
go back to reference Csikszentmihalyi, M., & LeFevre, J. (1989). Optimal experience in work and leisure. Journal of Personality and Social Psychology, 56(5), 815–822.CrossRef Csikszentmihalyi, M., & LeFevre, J. (1989). Optimal experience in work and leisure. Journal of Personality and Social Psychology, 56(5), 815–822.CrossRef
go back to reference Demerouti, E., Bakker, A., Nachreiner, F., & Schaufeli, W. (2001). The job demands-resources model of burnout. Journal of Applied Psychology, 6(3), 499–512.CrossRef Demerouti, E., Bakker, A., Nachreiner, F., & Schaufeli, W. (2001). The job demands-resources model of burnout. Journal of Applied Psychology, 6(3), 499–512.CrossRef
go back to reference Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: Defining gamification. In MindTrek ‘11 Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments (pp. 9–15). ACM. Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: Defining gamification. In MindTrek ‘11 Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments (pp. 9–15). ACM.
go back to reference Galli, L., & Fraternali, P. (2014). Achievement systems explained. In Y. Baek, R. Ko, & T. Marsh (Eds.), Trends and applications of serious gaming and social media (pp. 22–50). Singapore: Springer. Galli, L., & Fraternali, P. (2014). Achievement systems explained. In Y. Baek, R. Ko, & T. Marsh (Eds.), Trends and applications of serious gaming and social media (pp. 22–50). Singapore: Springer.
go back to reference Gnauk, B., Dannecker, L., & Hahmann, B. (2012). Leveraging gamification in demand dispatch systems. In EDBT-ICDT ‘12 Proceedings of the 2012 Joint EDBT/ICDT Workshops (pp. 103–110). Gnauk, B., Dannecker, L., & Hahmann, B. (2012). Leveraging gamification in demand dispatch systems. In EDBT-ICDT ‘12 Proceedings of the 2012 Joint EDBT/ICDT Workshops (pp. 103–110).
go back to reference Groh, F. (2011). Gamification: State of the art definition and utilization. In N. Asaj, B. Könings, M. Poguntke, F. Schaub, B. Wiedersheim, & M. Weber (Eds.), Proceedings of the 4th Seminar on Research Trends in Media Informatics (pp. 39–45). Groh, F. (2011). Gamification: State of the art definition and utilization. In N. Asaj, B. Könings, M. Poguntke, F. Schaub, B. Wiedersheim, & M. Weber (Eds.), Proceedings of the 4th Seminar on Research Trends in Media Informatics (pp. 39–45).
go back to reference Hamari, J., & Eranti, V. (2011). Framework for designing and evaluating game achievements. In DiGRA ‘11—Proceedings of the 2011 DiGRA International Conference: Think Design Play (Vol. 6, pp. 122–134). Hamari, J., & Eranti, V. (2011). Framework for designing and evaluating game achievements. In DiGRA ‘11—Proceedings of the 2011 DiGRA International Conference: Think Design Play (Vol. 6, pp. 122–134).
go back to reference Hawlitschek, A., & Köppen, V. (2014a). Analyzing player behavior in digital game-based learning: Advantages and challenges. In The 8th European Conference on Games Based Learning—ECGBL. Berlin. Hawlitschek, A., & Köppen, V. (2014a). Analyzing player behavior in digital game-based learning: Advantages and challenges. In The 8th European Conference on Games Based Learning—ECGBL. Berlin.
go back to reference Hawlitschek, A., & Köppen, V. (2014b). Analyzing player behavior in digital game-based learning: Advantages and challenges. In Proceedings of the European Conference on Games Based Learning (Vol. 1, p. 199). Hawlitschek, A., & Köppen, V. (2014b). Analyzing player behavior in digital game-based learning: Advantages and challenges. In Proceedings of the European Conference on Games Based Learning (Vol. 1, p. 199).
go back to reference Herzig, P., Ameling, M., & Schill, A. (2012a). A generic platform for enerprise gamification. In 10th Working IEEE/IFIP Conference on Software Architecture, (pp. 219–223). Herzig, P., Ameling, M., & Schill, A. (2012a). A generic platform for enerprise gamification. In 10th Working IEEE/IFIP Conference on Software Architecture, (pp. 219–223).
go back to reference Herzig, P., Srahringer, S., & Ameling, M. (2012b). Gamification of ERP systems—Exploring gamification effects on user acceptance constructs. In Multikonferenz Wirtschaftsinformatik GITO (pp. 793–804). Herzig, P., Srahringer, S., & Ameling, M. (2012b). Gamification of ERP systems—Exploring gamification effects on user acceptance constructs. In Multikonferenz Wirtschaftsinformatik GITO (pp. 793–804).
go back to reference Huizinga, J. (1949). Homo Ludens a study of the play-element in culture. London: Routledge & Kegan Paul. Huizinga, J. (1949). Homo Ludens a study of the play-element in culture. London: Routledge & Kegan Paul.
go back to reference Hunicke, R., LeBlanc, M., & Zubek, R. (2004). MDA: A formal approach to game design and game research. In Proceedings of the Challenges in Games AI Workshop, Nineteenth National Conference on Artificial Intelligence. San Jose, CA. Hunicke, R., LeBlanc, M., & Zubek, R. (2004). MDA: A formal approach to game design and game research. In Proceedings of the Challenges in Games AI Workshop, Nineteenth National Conference on Artificial Intelligence. San Jose, CA.
go back to reference Huotari, K., & Hamari, J. (2012). Defining gamification: A service marketing perspective. In International Academic MindTrek Conference (pp. 17–22). New York, USA. Huotari, K., & Hamari, J. (2012). Defining gamification: A service marketing perspective. In International Academic MindTrek Conference (pp. 17–22). New York, USA.
go back to reference Juul, J. (2005). Half-real: Video games between rules and fictional worlds. MIT Press Juul, J. (2005). Half-real: Video games between rules and fictional worlds. MIT Press
go back to reference Kim, S., & Ko, F. (2013). Toward gamified classroom: Classification of engineering students based on the Bartle’s player types model. International Journal of Digital Content Technology and its Applications (JDCTA), 7(2), 25.CrossRef Kim, S., & Ko, F. (2013). Toward gamified classroom: Classification of engineering students based on the Bartle’s player types model. International Journal of Digital Content Technology and its Applications (JDCTA), 7(2), 25.CrossRef
go back to reference Liu, Z., & Liu, Z. (2005). Building an intelligent pedagogical agent with competiton mechanism to improve the effectiveness of an educational game. In Workshop on educational games as intelligent learning environments. Liu, Z., & Liu, Z. (2005). Building an intelligent pedagogical agent with competiton mechanism to improve the effectiveness of an educational game. In Workshop on educational games as intelligent learning environments.
go back to reference Malone, T. W. (1982). Heursitics for designing enjoyable user interfaces: Lessons from computer games. In Proceedings of the Conference on Human Factors in Computer Systems (pp. 63–86). New York. Malone, T. W. (1982). Heursitics for designing enjoyable user interfaces: Lessons from computer games. In Proceedings of the Conference on Human Factors in Computer Systems (pp. 63–86). New York.
go back to reference Maslow, A. H. (1943). A theory of human motivation. Psychological Review, 50(4), 370–396.CrossRef Maslow, A. H. (1943). A theory of human motivation. Psychological Review, 50(4), 370–396.CrossRef
go back to reference Matallaoui, A., Herzig, P., & Zarnekow, R. (2015). Model-Driven serious game development: Integration of the gamification modeling language GaML with unity. In 48th Hawaii International Conference on System Sciences (HICSS) (pp. 643–651). IEEE. Matallaoui, A., Herzig, P., & Zarnekow, R. (2015). Model-Driven serious game development: Integration of the gamification modeling language GaML with unity. In 48th Hawaii International Conference on System Sciences (HICSS) (pp. 643–651). IEEE.
go back to reference McGonigal, J. (2011). Reality is broken: Why games make us better and how they can change the world. New York: Penguin. McGonigal, J. (2011). Reality is broken: Why games make us better and how they can change the world. New York: Penguin.
go back to reference Nevid, J. (2012). Psychology: Concepts and applications (4th ed.). Belmont, CA: Wadworth: Cengage Learning. Nevid, J. (2012). Psychology: Concepts and applications (4th ed.). Belmont, CA: Wadworth: Cengage Learning.
go back to reference Ryan, R. M., & Edward, D. L. (2000). Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. American Psychologist, 55, 68–78.CrossRef Ryan, R. M., & Edward, D. L. (2000). Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. American Psychologist, 55, 68–78.CrossRef
go back to reference Salen, K., & Zimmermann, E. (2004). Rules of play: Game design fundamentals. : MIT Press. Salen, K., & Zimmermann, E. (2004). Rules of play: Game design fundamentals. : MIT Press.
go back to reference Scheiner, C., Witt, M., Voigt, K., & Robra-Bissantz, S. (2012). Einsatz von Spielemechaniken in Ideewettbewerben. In Multikonferenz Wirtschaftsinformatik (pp. 781–792). Scheiner, C., Witt, M., Voigt, K., & Robra-Bissantz, S. (2012). Einsatz von Spielemechaniken in Ideewettbewerben. In Multikonferenz Wirtschaftsinformatik (pp. 781–792).
go back to reference Seligman, M., & Csikszentmihalyi, M. (2000). Positive psychology: An introduction. American Psycholigist, 55(1), 5–14.CrossRef Seligman, M., & Csikszentmihalyi, M. (2000). Positive psychology: An introduction. American Psycholigist, 55(1), 5–14.CrossRef
go back to reference Thom, J., Millen, D., & DiMicco, J. (2012). Removing Gamification from an Enterprise SNS. In CSCW ‘12 Proceedings of the ACM 2012 conference on Computer Supported Cooperative Work (pp. 1067–1070). Thom, J., Millen, D., & DiMicco, J. (2012). Removing Gamification from an Enterprise SNS. In CSCW ‘12 Proceedings of the ACM 2012 conference on Computer Supported Cooperative Work (pp. 1067–1070).
go back to reference Thomas, J. M. (1982). Metaphor and the cognitive representation of computing systems. IEEE Transactions on Systems, Man, and Cybernetics, 12(2), 107–116.CrossRef Thomas, J. M. (1982). Metaphor and the cognitive representation of computing systems. IEEE Transactions on Systems, Man, and Cybernetics, 12(2), 107–116.CrossRef
go back to reference Whitson, C., & Consoli, J. (2009). Flow theory and student engagement. Journal of Cross-Disciplinary Perspectives in Education, 2(1), 40–49. Whitson, C., & Consoli, J. (2009). Flow theory and student engagement. Journal of Cross-Disciplinary Perspectives in Education, 2(1), 40–49.
go back to reference Yang, J., Ackerman, M. S., Adamic, & A. L. (2011). Virtual Gifts and Guanxi: Supporting Social Exchange in a Chinese Online Community. In CSCW ‘11 Proceedings of the ACM 2011 conference on Computer supported cooperative work (pp. 45–54). Yang, J., Ackerman, M. S., Adamic, & A. L. (2011). Virtual Gifts and Guanxi: Supporting Social Exchange in a Chinese Online Community. In CSCW ‘11 Proceedings of the ACM 2011 conference on Computer supported cooperative work (pp. 45–54).
go back to reference Zichermann, G., & Linder, J. (2013). The gamification revolution: How leaders leverage game mechanics to crush the competition (1st ed.). USA: McGraw-Hill Education. Zichermann, G., & Linder, J. (2013). The gamification revolution: How leaders leverage game mechanics to crush the competition (1st ed.). USA: McGraw-Hill Education.
Metadata
Title
Introduction to Gamification: Foundation and Underlying Theories
Authors
Amir Matallaoui
Nicolai Hanner
Rüdiger Zarnekow
Copyright Year
2017
DOI
https://doi.org/10.1007/978-3-319-45557-0_1

Premium Partner