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Defining gamification: a service marketing perspective

Published: 03 October 2012 Publication History
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  • 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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      cover image ACM Other conferences
      MindTrek '12: Proceeding of the 16th International Academic MindTrek Conference
      October 2012
      278 pages
      ISBN:9781450316378
      DOI:10.1145/2393132
      • Conference Chair:
      • Artur Lugmayr
      Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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      Published: 03 October 2012

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      Author Tags

      1. game design
      2. games
      3. gamification
      4. persuasive technologies
      5. service design
      6. service marketing

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      MindTrek '12 Paper Acceptance Rate 19 of 43 submissions, 44%;
      Overall Acceptance Rate 110 of 207 submissions, 53%

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      • (2024)Recourir aux serious games pour développer la réflexivité des managers publics de demain ? Les apports d’une recherche pluridisciplinaire en méthodes mixtesCommunication & management10.3917/comma.203.0067Vol. 20:1(67-100)Online publication date: 2-May-2024
      • (2024)Motivation crowding effects on the intention for continued use of gamified fitness apps: a mixed-methods approachFrontiers in Psychology10.3389/fpsyg.2023.128646314Online publication date: 10-Jan-2024
      • (2024)Exploring how gamification potentially motivates employees - A research in Vietnamese businessesEuropean Journal of Economics, Law and Social Sciences10.2478/ejels-2024-00078:2(25-39)Online publication date: 21-Jun-2024
      • (2024)Gamification Approach to Provide Support About the Deferral Experience in Blood Donation: Design and Feasibility StudyJMIR Human Factors10.2196/5008611(e50086)Online publication date: 14-Jun-2024
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      • (2024)Gamification for Sustainable DevelopmentSimulation & Gaming10.1177/1046878124124932455:3(361-365)Online publication date: 23-Apr-2024
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