What is Gamification? The first documented use of the term “gamification” was in 2008 (Deterding, Dixon, Khaled, & Nacke 2011) and was defined simply as using game design elements in non-game contexts. Since 2008, gamification as a concept has been broadened and defined by others as follows:
The process of using game thinking and game mechanics to solve problems. (Deterding, et. el, 2011)
The use of game mechanics, dynamics, and frameworks to promote desired behaviors. (Lee, & Hammer 2011).
The trend of employing game mechanics to non-game environments such as innovation, marketing, training, employee performance, health, and social change. (The Gartner Group)
Games and game-like elements have begun to invade the real world. Gamification, defined as the use of game mechanics, dynamics, and frameworks to promote desired behaviors, has found its way into domains like marketing, politics, health and fitness, with analysts predicting that it will become a multi-billion dollar industry by 2015 (MacMillan, 2011)
Gamification is using game-based mechanics, aesthetics, and game thinking to engage people, motivate action, promote learning and solve problems. (Kapp, 2012).
Gamification is using game design in systems that primarily support non-game tasks to make them more fun, engaging, and motivating. (Gamification 2013- uwaterloo.ca)
Gamification may have only recently emerged as a viable trend, but its roots stretch back to the late 1890s. Kyle Turco "Technology Advice"charted the most important moments in gamification’s history, and created this timeline to show how much the industry has evolved. Please visit the following link to view a glimpse on gamification timeline history- http://technologyadvice.com/gamification/blog/history-of-gamification-infographic/
Gamification, is using motivating factors to get people to do what it is that you want them to do. Please watch the following YouTube to learn more.
The following YouTube talks about "What is gamification and the history of gamification" and the difference between games and gamification: