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Gamification is the application of “gameful” or playful layers to motivate involvement within a specific context. It includes techniques for motivation that have been around for a very long time. In education, instructors have used points as a way to motivate engagement with course materials. Businesses have used trading stamps, contests, and surprises to incentivize purchases. The military and scouting organizations have used badges as awards for special skills and meritorious activities. Hotels and airlines have had decades of experience with frequent-use programs that award points and status levels to loyal customers. Digital gamification systems take many of these concepts and embed them into the tracking of activities in the real world.

Gamification is different from game-based learning. Gamification involves a layer that motivates direct engagement with another context. Game-based learning is an activity where the learner uses a simulated or game-based environment to explore content. The syllabus can be seen as gamification that motivates learners to engage in the course, whereas a game designed to teach a subject is game-based learning. Gamification provides motivation while game-based learning provides content. This distinction is important because motivational techniques that are not harmful in game-based learning can be harmful when used as incentives for real-world activities. This entry first discusses the various methods through which gamification can reward behavior and some of the hazards of reward-based gamification. It then discusses the distinction between reward-based gamification and meaningful gamification.

Methods of Reward-Based Gamification

The most common forms of gamification are based on rewarding behavior. The concept behind these systems is to take the scoring and incentive systems used in game design and use them to motivate people in the real world. This can turn anything in life into a game-like activity, as the participant can pursue points and rewards while doing something in the real world. The most common model for reward-based gamification combines elements from role-playing games such as experience points and levels with other incentive systems such as leaderboards, achievements, and badges.

Points

Points are the heart of many reward-based gamification systems. Traditionally, game designers have used points to motivate players to engage in challenges. In a gamification context, the point is used as the key element of motivation. A designer of a gamification system identifies the core behaviors that he wishes to motivate and assigns a point value to these behaviors. One problem that occurs when continually offering points is that the effects of the points on the player will decrease over time. Many modern video games no longer offer points to the players for accomplishing tasks but, instead, incentivize players with narrative elements, treasure, and in-game rewards instead of an artificial point-based layer on top of the game activities.

Teachers have traditionally used a point-based system based on punishments. Students start with the maximum number of points available for an assignment and then lose those points as they make mistakes. Lee Sheldon, in The Multiplayer Classroom, proposes a gamified model where the students start with no points and gain points for activities. The argument for this structure is that this changes the tone of the classroom, where everything the student does now moves her closer and closer to an A instead of starting with an A and being punished for making mistakes. Starting with 100% and taking off points for mistakes is the same as starting with 0 and awarding points for correct answers, so this level of gamification by itself will change little.

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