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: 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.