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Defining gamification: a service marketing perspective

Published:03 October 2012Publication History

ABSTRACT

During recent years "gamification" has gained significant attention among practitioners and game scholars. However, the current understanding of gamification has been solely based on the act of adding systemic game elements into services. In this paper, we propose a new definition for gamification, which emphases the experiential nature of games and gamification, instead of the systemic understanding. Furthermore, we tie this definition to theory from service marketing because majority of gamification implementations aim towards goals of marketing, which brings to the discussion the notion of how customer / user is always ultimately the creator of value. Since now, the main venue for academic discussion on gamification has mainly been the HCI community. We find it relevant both for industry practitioners as well as for academics to study how gamification can fit in the body of knowledge of existing service literature because the goals and the means of gamification and marketing have a significant overlap.

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    • Published in

      cover image ACM Other conferences
      MindTrek '12: Proceeding of the 16th International Academic MindTrek Conference
      October 2012
      278 pages
      ISBN:9781450316378
      DOI:10.1145/2393132
      • Conference Chair:
      • Artur Lugmayr

      Copyright © 2012 ACM

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      Association for Computing Machinery

      New York, NY, United States

      Publication History

      • Published: 3 October 2012

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      MindTrek '12 Paper Acceptance Rate19of43submissions,44%Overall Acceptance Rate110of207submissions,53%

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