Defining gamification - A service marketing perspective

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

1018 Citations (Scopus)

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.

Original languageEnglish
Title of host publicationProceedings of the 16th International Academic MindTrek Conference 2012: "Envisioning Future Media Environments", MindTrek 2012
Pages17-22
Number of pages6
DOIs
Publication statusPublished - 2012
Publication typeA4 Article in conference proceedings
Event16th International Academic MindTrek Conference 2012: "Envisioning Future Media Environments", MindTrek 2012 -
Duration: 1 Jan 2012 → …

Conference

Conference16th International Academic MindTrek Conference 2012: "Envisioning Future Media Environments", MindTrek 2012
Period1/01/12 → …

Keywords

  • Game design
  • Games
  • Gamification
  • Persuasive technologies
  • Service design
  • Service marketing

Publication forum classification

  • Publication forum level 1

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