Vol 51, No 2 (2015)

February/March

DOI: https://doi.org/10.5860/ltr.51n2

Gamification, which refers to applying gaming elements to a real-world activity, is not necessarily a new idea. But (1) the rapid adoption of the smartphone, (2) the tremendous growth of the mobile web, and (3) the increased use of social media have made it possible for gamification to be implemented in an unprecedentedly seamless, ubiquitous, and social manner, thereby transforming it into a portable activity interwoven with reality. This report explains the concept of gamification and how it differs from related concepts such as games, playful design, and toys; distinguishes game mechanics, dynamics, and aesthetics from one another; describes a number of gamification examples and projects in businesses, education from K-12 to higher education, and public and academic libraries; and discusses what they do, how they work, and how successful they are. This report also addresses a number of issues and variables that need to be taken into consideration when designing successful gamification for educational purposes, including the undermining effect of gamification’s external rewards on intrinsic motivation.

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Table of Contents

Bohyun Kim
5-9
Bohyun Kim
10-18
Bohyun Kim
17-19
Bohyun Kim
20-28
Bohyun Kim
29-35