4. One size fits all: badges, leaderboards and points
Badges! Points! Leaderboards!
5. One size fits all: badges, leaderboards and points
Motivation theory
6. Turning to player enjoyment and
motivation to play
Self-Determination Theory
7. References
[1] Gartner (2011) Gartner Says By 2015, More Than 50 Percent of Organizations
That Manage Innovation Processes Will Gamify Those Processes. Available
from http://www.gartner.com/it/page.jsp?id=1629214. (Accessed 24 April, 2012)
[2] Deterding, S., Khaled, R., Nacke, L., & Dixon, D. (2011). Gamification: Toward a
definition. CHI 2011. Presented at the Computer Human
Interaction, Vancouver, British Columbia, Canada: ACM.
[3] Caillois, R. (1961). Man, Play, and Games.
[4] Zichermann, G., & Cunninghame, C. (2011). Gamification by Design. O’Reilly
Media.
[5] Ryan, R. M., & Deci, E. L. (2000). Self-determination theory and the facilitation of
intrinsic motivation, social development, and well-being. American
Psychologist, 55(1), 68–78.
[6] Ryan, R. M., Rigby, C. S., & Przybylski, A. (2006). The Motivational Pull of Video
Games: A Self-Determination Theory Approach. Motivation and Emotion, 30(4), 344–
360.
[7] Csikszentmihalyi, M. (1990). Flow: The psychology of optimal experience. New
York: Harper & Row.
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