Having a gamer’s mindset or attitude. Like playful, but more oriented toward achieving goals, trying out different strategies, and taking on new challenges.
Gamification is the application of game-design elements and game principles in non-game contexts.
E.g. Marketing, human resource, knowledge management, sales, project management, software, or education.
It is not about creating real games but to enhance reality with a design that can be found as compelling and intrinsic motivation like games, sports, and hobbies.
In general created as a video game, these games are solving a problem in reality while being played by its users.
It works by creating a game around a real challenge and, by doing this, make something complex much easier to understand and interactive. It adds a narrative to it that can be connected directly with the real challenge (Fold.it) or it separates the story from the real problem that needs to be solved (Play to Cure).
Also called ‘Educational games’, these are games explicitly designed with educational purposes, or which have incidental or secondary educational value. Educational games are games that are designed to help people to learn about certain subjects or assist them in learning a skill (similar to simulations) as they play.
Simulation is the imitation of the operation of a real-world process or system. Simulation is used in many contexts, such as simulation of technology for performance optimization, safety engineering, testing, training, education. Simulation is also used when the real system cannot be engaged, because it may not be accessible, or it may be dangerous or unacceptable to engage, or it is being designed but not yet built, or it may simply not exist.
Recrutainment is the usage of playful-simulative and user-centric elements in the context of occupational orientation, employer branding, human-resource marketing, and recruiting.
(Definition by Joachim Diercks, CEO CYQUEST GmbH Hamburg)
These definitions express our understanding and experience from almost a decade of working with Gamification and its realted topics. Nevertheless, please take into consideration that there is still an ongoing debate – around the world – concerning all these different topics and its definitions. – Roman Rackwitz
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