A definition for gamification: anchoring gamification in the service marketing literature

dc.contributor.authorKai Huotari
dc.contributor.authorJuho Hamari
dc.contributor.organizationfi=digitaalisen kulttuurin, maiseman ja kulttuuriperinnön tutkimus|en=Degree Programme in Digital Culture, Landscape and Cultural Heritage|
dc.contributor.organization-code2602214
dc.converis.publication-id17789343
dc.converis.urlhttps://research.utu.fi/converis/portal/Publication/17789343
dc.date.accessioned2022-10-28T14:21:00Z
dc.date.available2022-10-28T14:21:00Z
dc.description.abstract<p>“Gamification” has gained considerable scholarly and practitioner attention; however, the discussion in academia has been largely confined to the human–computer interaction and game studies domains. Since gamification is often used in service design, it is important that the concept be brought in line with the service literature. So far, though, there has been a dearth of such literature. This article is an attempt to tie in gamification with service marketing theory, which conceptualizes the consumer as a co-producer of the service. It presents games as service systems composed of operant and operand resources. It proposes a definition for gamification, one that emphasizes its experiential nature. The definition highlights four important aspects of gamification: affordances, psychological mediators, goals of gamification and the context of gamification. Using the definition the article identifies four possible gamifying actors and examines gamification as communicative staging of the service environment.<br /></p>
dc.format.pagerange21
dc.format.pagerange31
dc.identifier.jour-issn1019-6781
dc.identifier.olddbid187741
dc.identifier.oldhandle10024/170835
dc.identifier.urihttps://www.utupub.fi/handle/11111/43246
dc.identifier.urnURN:NBN:fi-fe2021042715859
dc.language.isoen
dc.okm.affiliatedauthorHamari, Juho
dc.okm.discipline616 Other humanitiesen_GB
dc.okm.discipline616 Muut humanistiset tieteetfi_FI
dc.okm.internationalcopublicationnot an international co-publication
dc.okm.internationalityInternational publication
dc.okm.typeA1 ScientificArticle
dc.publisher.countryGermanyen_GB
dc.publisher.countrySaksafi_FI
dc.publisher.country-codeDE
dc.relation.doi10.1007/s12525-015-0212-z
dc.relation.ispartofjournalElectronic Markets
dc.relation.issue1
dc.relation.volume27
dc.source.identifierhttps://www.utupub.fi/handle/10024/170835
dc.titleA definition for gamification: anchoring gamification in the service marketing literature
dc.year.issued2017

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