Gamification ist ein vielschichtiges und komplexes Thema. Es ist zudem kontinuierlich in Bewegung und laufend ändern sich Regularien und wichtige Begrifflichkeiten. Damit Sie den Überblick behalten, finden Sie in unserem Glossar kurze Erläuterungen zu den wichtigsten Fachbegriffen. Das Glossar wird fortlaufend aktualisiert und um weitere Begriffe ergänzt.
Quelle: Hamari, J., & Eranti, V. (2011). Framework for Designing and Evaluating Game Achievements. Proceedings of DiGRA 2011 Conference: Think Design Play.
Quelle: Yee, N. (2006). The Psychology of Avatars and Virtual Worlds. In R. Schroeder & A. S. Axelsson (Eds.), Avatars at Work and Play: Collaboration and Interaction in Shared Virtual Environments, S. 41-52. Springer.
Quelle: Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From Game Design Elements to Gamefulness: Defining "Gamification". Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments, S. 9-15.
Quelle: McGonigal, J. (2011). Reality Is Broken: Why Games Make Us Better and How They Can Change the World. Penguin Press.
Quelle: Deterding, S. (2015). The Lens of Intrinsic Skill Atoms: A Method for Gameful Design. Human-Computer Interaction, 30(3-4), S. 294-335.
Quelle: Adams, E., & Dormans, J. (2012). Game Mechanics: Advanced Game Design. New Riders.
Quelle: Zichermann, G., & Cunningham, C. (2011). Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps. O'Reilly Media.
Quelle: Werbach, K., & Hunter, D. (2012). For the Win: How Game Thinking Can Revolutionize Your Business. Wharton Digital Press.
Quelle: Zichermann, G., & Linder, J. (2013). The Gamification Revolution: How Leaders Leverage Game Mechanics to Crush the Competition. McGraw-Hill.
Quelle: Schell, J. (2008). The Art of Game Design: A Book of Lenses. Morgan Kaufmann.
Quelle: Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From Game Design Elements to Gamefulness: Defining "Gamification". Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments, S. 9-15.
Quelle: Norman, D. A. (2013). The Design of Everyday Things: Revised and Expanded Edition. Basic Books.
Quelle: Werbach, K., & Hunter, D. (2012). For the Win: How Game Thinking Can Revolutionize Your Business. Wharton Digital Press.
Quelle: Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does Gamification Work? – A Literature Review of Empirical Studies on Gamification. Proceedings of the 47th Hawaii International Conference on System Sciences, S. 3025-3034.
Quelle: Csikszentmihalyi, M. (1990). Flow: The Psychology of Optimal Experience. Harper & Row.
Quelle: Norman, D. A. (2013). The Design of Everyday Things: Revised and Expanded Edition. Basic Books.
Quelle: Gee, J. P. (2003). What Video Games Have to Teach Us About Learning and Literacy. Palgrave Macmillan.
Quelle: Salen, K., & Zimmerman, E. (2004). Rules of Play: Game Design Fundamentals. MIT Press.
Quelle: Hunicke, R., LeBlanc, M., & Zubek, R. (2004). MDA: A Formal Approach to Game Design and Game Research. Proceedings of the AAAI Workshop on Challenges in Game AI.
Quelle: Salen, K., & Zimmerman, E. (2004). Rules of Play: Game Design Fundamentals. MIT Press.
Quelle: Wernbacher, T., Pfeiffer, A., Kriglstein, S., & Bezzina, S. (2020). The power of nudging for virtual learning experiences. EDULEARN20 Proceedings.
Quelle: Gosen, J., & Washbush, J. (2004). A Review of Scholarship on Assessing Experiential Learning Effectiveness. Simulation & Gaming, 35(2), S. 270-293.
Quelle: Resnick, M. (2004). Edutainment? No Thanks. I Prefer Playful Learning. Associazione Civita Report on Edutainment, S. 14-17.
Quelle: Fullerton, T. (2014). Game Design Workshop: A Playcentric Approach to Creating Innovative Games. CRC Press.
Quelle: McGonigal, J. (2011). Reality Is Broken: Why Games Make Us Better and How They Can Change the World. Penguin Press.
Quelle: Kapp, K. M. (2012). The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education. Pfeiffer.
Quelle: Zichermann, G., & Cunningham, C. (2011). Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps. O'Reilly Media.
Quelle: Werbach, K., & Hunter, D. (2012). For the Win: How Game Thinking Can Revolutionize Your Business. Wharton Digital Press.
Quelle: Kapp, K. M. (2012). The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education. Pfeiffer.
Quelle: Werbach, K., & Hunter, D. (2012). For the Win: How Game Thinking Can Revolutionize Your Business. Wharton Digital Press.
Quelle: Deci, E. L., & Ryan, R. M. (2000). The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior. Psychological Inquiry, 11(4), S. 227-268.
Quelle: Michael, D., & Chen, S. (2005). Serious Games: Games That Educate, Train, and Inform. Thomson Course Technology PTR.
Quelle: Salen, K., & Zimmerman, E. (2004). Rules of Play: Game Design Fundamentals. MIT Press.
Quelle: Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From Game Design Elements to Gamefulness: Defining "Gamification". Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments, S. 9-15.
Quelle: Bartle, R. (1996). Hearts, Clubs, Diamonds, Spades: Players Who Suit MUDs.
Kocadere, S., & Çaglar, S. (2018). Gamification from Player Type Perspective: A Case Study. J. Educ. Technol. Soc., 21, S. 12-22.
Quelle: Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From Game Design Elements to Gamefulness: Defining "Gamification". Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments, S. 9-15.
Quelle: Salen, K., & Zimmerman, E. (2004). Rules of Play: Game Design Fundamentals. MIT Press.
Quelle: Marczewski, A. (2015). Even Ninja Monkeys Like to Play: Gamification, Game Thinking and Motivational Design. CreateSpace Independent Publishing Platform.
Quelle: McGonigal, J. (2011). Reality Is Broken: Why Games Make Us Better and How They Can Change the World. Penguin Press.
Quelle: Geurts, J. L. A., & Joldersma, C. (2001). Methodology for Participatory Policy Analysis. European Journal of Operational Research, 128(2), S. 300-310.