Please use this identifier to cite or link to this item: https://www.um.edu.mt/library/oar/handle/123456789/88207
Title: Beyond classical gamification : in- and around-game gamification for education
Authors: Pfeiffer, Alexander
Bezzina, Stephen
Koenig, Nikolaus
Kriglstein, Simone
Keywords: Artificial intelligence
Games -- Design
Simulation games in education
Educational games
Computer-assisted instruction
Gamification
Issue Date: 2020
Publisher: ECEL
Citation: Pfeiffer, 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.
Abstract: The 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.
URI: https://www.um.edu.mt/library/oar/handle/123456789/88207
Appears in Collections:Scholarly Works - FacICTAI

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