Reverse-engineering what makes games successful and grab it into business environment
The use of strategic elements of game thinking, game-design and game mechanics for use on non-game environments such as business, education, healthcare, not-for-profit and government applications.
Making a non-game experience worthy of a human being’s sustained engagement, usage and loyalty by making it more compelling (more social, competitive, collaborative, mastery building, goal seeking — but not necessarily more fun) through the skillful integration of game thinking directly into that core experience.
The use of game mechanics and experience design to digitally engage and motivate people to achieve their goals
The use of game attributes to drive game-like player behavior in a non-game context with predictability. Where game attributes may be anything that a game-designer use to make a game fun and engaging. For example: game mechanics, game dynamics, game-design principles, gaming psychology, player journey, narratives, incentives, etc.
Gamification is an empathy-based process of enhancing a service with affordances for gameful experiences to teach, engage, entertain, measure to support players’ overall value creation to indirectly support entities’ overall value creation
Gamification is the craft of deriving all the fun and addicting elements found in games and applying them to real-world or productive activities – human focused design
Gamification is the use of game-design elements in non-game contexts
Gamification is the process of using game thinking and game dynamics to engage audiences and solve problems
Gamification is using game-based mechanics, aesthetics and game thinking to engage people, motivate action, promote learning, and solve problems.
it is the use of game-design and game psychology in non-game settings to engage the target audience and motivate specific behaviors.
The use of game mechanics to increase engagement and use of websites and applications.
Gamification is the use of game design thinking in non-game environments to engage people.
Gamification is the process of designing fun user experiences in non-game context by means of game mechanics and experience design
José Carlos Cortizo
Gamification is the use of game design elements in non-game contexts to increase people’s motivation towards a well-intended objective
the use of game elements and design metaphors to solve problems
The use of game elements and game-design techniques in non-game contexts
the use of game mechanics, dynamics, and frameworks to promote desired behaviors
Lee and Hammer
gamification takes the characteristics we like about games and adds them to everyday actions in order to make them more interesting
a fun way to do things that have to be done
Gamification is the use of the elements that make games fun in non-gaming environments to create motivating experiences that help solve concrete problems
Using game elements to engage & influence people at a level that motivates them to give you a desired outcome.
Gamification is reframing goals to be appealing and achievable using game-design principles
Nat A Lee
Gamification is the application of game elements and design principles to solve problems in non-game contexts
Frederik Agge Ronex
The design of game elements and game dynamics to engage play in non-game arenas
Gamification is taking fun and habit-forming elements found in games and applying them to productive activities
gamification: the use of game concepts in a non-game environment to solve problems and also to make the experience funnier
The use of game elements to increase engagement and make life and work more fun
the application of game concepts to a traditional idea or setting
Gamification is the application of gameful or playful layers to motivate engagement with a specific context
Applying game mechanics to processes not normally thought of as games