PL EN


2013 | 2 (8) | 139-155
Article title

Grywalizacja – wykorzystanie elementów gier do modyfikowania zachowań ludzi

Content
Title variants
EN
Gamification – modification of human behaviours by usage of games’ elements
Languages of publication
PL
Abstracts
EN
This article provides information about possible usage of mechanisms known from games in issues that are not related to games. A relatively new phenomenon, which still does not have its official name in Polish language, has recently become more popular. At the beginning of this article one will find the description of the main changes that have led to the increase of interest of this phenomenon. Next the definition of gamification, together with the description of its main features, will be provided. The final part contains the set of rules, which every system that is implementing gamification elements should contain. There is also a list of threats that should be omitted. Together with theoretical description, examples that show already implemented systems are presented in this paper.
Year
Issue
Pages
139-155
Physical description
Contributors
  • Uniwersytet Ekonomiczny we Wrocławiu
References
  • Barrett B., Draft Kit 2011 App makes fantasy baseball real easy, http://gizmodo.com/5784214/draft-kit-2011-app-makes-fantasy-baseball-real-easy, 22.06.2013.
  • Brathwaite B., Schreiber I., Challenges for game designers, Charles River Media 2009.
  • Chu J., Searching for balloons in a social network, http://web.mit.edu/newsoffice/2011/red-balloons-study-102811.html, 22.06.2013.
  • Csíkszentmihályi M., On flow, http://www.ted.com/talks/mihaly_csikszentmihalyi_on_flow.html, 22.06. 2013.
  • DARPA Network Challenge, http://archive.darpa.mil/networkchallenge/, 22.06.2013.
  • Edwards T., 15 Brand examples of gamification, http://blogs.imediaconnection.com/blog/2011/08/03/15-brand-examples-of-gamification/ 22.06.2013.
  • Excerpts from transcribed remarks by the President and the Vice-President to the people of Knoxville on Internet for schools, http://govinfo.library.unt.edu/npr/library/speeches/101096.html, 14.07.2013.
  • Fisher L., Rock, paper, scissors, Basic Books, 2008.
  • Koster R., A theory of fun for game design, Paraglyph Press, 2005.
  • McGonigal J., Gaming can make a better world, http://www.ted.com/talks/jane_mcgonigal_gaming_can_make_a_better_world.html, 22.06.2013.
  • McGonigal, J., Reality is Broken. Why Games Make Us Better and How They Can Change the World, The Penguin Press, 2011.
  • MIT Red Balloons social spread, https://www.youtube.com/watch?v=6Ga_EJWLzHA, 22.06.2013.
  • Pink D., Drive: The Surprising Truth about What Motivates Us, Riverhead Books, 2009.
  • Rogers S., Level Up!: The Guide to Great Video Game Design, John Wiley & Sons, 2010.
  • Schell J., The Art of Game Design: A Book of Lenses, Elsevier, 2008.
  • Seligman M., Flourish: A Visionary New Understanding of Happiness and Well-Being, Free Press, 2011.
  • Seligman M., Talk on positive psychology, http://www.ted.com/talks/martin_seligman_on_the_state_of_psychology.html, 22.06.2013.
  • Strickland J., How foursquare works, http://computer.howstuffworks.com/internet/social-networking/networks/foursquare3.htm, 22.06.2013.
  • Swink S., Game Feel: A Game Designer’s Guide to Virtual Sensation, Elsevier, 2009.
  • The World Factbook – United States, https://www.cia.gov/library/publications/the-world-factbook/geos/us.html, 22.06.2013.
  • Tkaczyk P., Grywalizacja, Helion, 2012.
  • Werbach K., Hunter, D., For the Win: How Game Thinking Can Revolutionize Your Business, Wharton Digital Press, 2012.
  • Zichermann G., Cunninham Ch., Gamifiction by Design, O’Reilly, 2011.
  • Zichermann G., The Gamification Revolution: How Leaders Leverage Game Mechanics to Crush the Competition, McGraw-Hill, 2013.
Document Type
Publication order reference
Identifiers
YADDA identifier
bwmeta1.element.desklight-7fd216e3-1628-4b47-ad81-fea9363ce043
JavaScript is turned off in your web browser. Turn it on to take full advantage of this site, then refresh the page.