Please use this identifier to cite or link to this item: https://www.um.edu.mt/library/oar/handle/123456789/88207
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dc.contributor.authorPfeiffer, Alexander-
dc.contributor.authorBezzina, Stephen-
dc.contributor.authorKoenig, Nikolaus-
dc.contributor.authorKriglstein, Simone-
dc.date.accessioned2022-02-03T09:06:35Z-
dc.date.available2022-02-03T09:06:35Z-
dc.date.issued2020-
dc.identifier.citationPfeiffer, A., Bezzina, S., Koenig, N., & Kriglstein, S. (2020). Beyond classical gamification : in- and around-game gamification for education. 19th European Conference on e-Learning ECEL 2020. 415-420.en_GB
dc.identifier.urihttps://www.um.edu.mt/library/oar/handle/123456789/88207-
dc.description.abstractThe modern gamification movement, following the classical definition of Deterding (2011), is focused on the use of game elements in non-game applications. According to this definition, gamification elements use familiar elements from games to satisfy player needs, increase the user experience and motivation; hence ensuring a long-term use. However, such approaches including those put forth by Kapp (2012), Stampfl (2012) and Zichermann (2011, 2013) preclude the conceptualisation and application of gamification within and around games. Indeed, gaming environments have the potential to successfully integrate solid gamification examples. The authors propose two new categories of gamification: 'in-game’ and 'around-game’ gamification. The ‘In-game’ type of gamification details the use of an additional layer of tasks, badges, achievements, point systems, etc. in a (digital) game, which are not directly related to the storyline of the game. For instance, certain games would reward with a badge if the player collects multiple items of the same species throughout gameplay, even if such a task is independent of or extraneous to the narrative/backstory of the game. ‘Around-game’ gamification occurs when, for example, the player receives a badge after starting the game 100 times, clicking on the forum 50 times, etc. So, in essence, this form of gamification is associated with the game, but does not happen directly inside the game world.Hence, the authors propose the following up-to-date definition of the term gamification: The use of game mechanics as a further dimension within and around both gaming and non-gaming contexts, in an endeavour to nudge participants to perform certain actions, by adopting a playful attitude. For the purpose of this paper, the authors have held talks with 8 international experts on the topic and extend the principles of ‘in-game’ and ‘around-game’ gamification to an educational context.en_GB
dc.language.isoenen_GB
dc.publisherECELen_GB
dc.rightsinfo:eu-repo/semantics/openAccessen_GB
dc.subjectArtificial intelligenceen_GB
dc.subjectGames -- Designen_GB
dc.subjectSimulation games in educationen_GB
dc.subjectEducational gamesen_GB
dc.subjectComputer-assisted instructionen_GB
dc.subjectGamificationen_GB
dc.titleBeyond classical gamification : in- and around-game gamification for educationen_GB
dc.typeconferenceObjecten_GB
dc.rights.holderThe copyright of this work belongs to the author(s)/publisher. The rights of this work are as defined by the appropriate Copyright Legislation or as modified by any successive legislation. Users may access this work and can make use of the information contained in accordance with the Copyright Legislation provided that the author must be properly acknowledged. Further distribution or reproduction in any format is prohibited without the prior permission of the copyright holder.en_GB
dc.bibliographicCitation.conferencename19th European Conference on e-Learning ECEL 2020en_GB
dc.bibliographicCitation.conferenceplaceVirtually, 28-30/10/2020en_GB
dc.description.reviewedpeer-revieweden_GB
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