PL EN


2015 | 2015 2(103) Gamifikacja/Grywalizacja (Gamification) | 123-132
Article title

Gamifikacja – tymczasowy trend czy długofalowa strategia? (Gamification: A Short–Term Trend or Long–Term Strategy?)

Content
Title variants
EN
Gamification: A Short–Term Trend or Long–Term Strategy?
Languages of publication
PL
Abstracts
PL
Grywalizacja (gamification) to termin określający wykorzystanie mechanizmów projektowania gier w sferach nie związanych z grami lub rozrywką. Pojęcie „gamification” pierwszy raz pojawiło się w 2008 roku, a za początek dynamicznego rozwoju publikacji na ten temat można przyjąć rok 2011. Pomimo swojej pozornej nowości, mechanizmy leżące u podstaw grywalizacji były już wykorzystywane i rozpatrywane w różnych zastosowaniach, np. w obszarze Human-Computer Interaction (HCI), „serious games”, „serious gaming” lub „playful interactions”. Rosnące zainteresowanie wykorzystaniem mechanizmów grywalizacji można zaobserwować w publikacjach naukowych nie tylko z zakresu projektowania gier, lecz również marketingu, zdrowia, medycyny czy szeroko pojętego biznesu – a także w obszarze zarządzania zasobami ludzkimi. W artykule zostanie przedstawiona analiza ilościowa publikacji w zakresie grywalizacji oraz przegląd artykułów dotyczących zastosowań grywalizacji w zarządzaniu zasobami ludzkimi.
EN
Gamification is a term that defines the use of game–design mechanisms in spheres not related to games or entertainment. The concept of gamification first made its appearance in 2008, while the beginning of its dynamic development is assumed to be a publication on it dating from the year 2011. In spite of its seeming novelty, the mechanisms found at the basis of gamification had already been utilized and examined in various applications, including in such realms as Human–Computer Interaction (HCI), “serious games,” “serious gaming,” and “playful interactions.” The growing interest in using gamification mechanisms can be observed in scientific publications beyond the scope of game design, e.g., in marketing, health, medicine, and business in its broadest sense, as well as in the area of human resource management. This article presents a quantitative analysis of publications in the area of gamification as well as an overview of articles devoted to gamification in human resource management.
Year
Pages
123-132
Physical description
Document type
Research Communiqués
Dates
published
2015-04-15
Contributors
References
  • Bittner J.V., Shipper J. (2014), Motivational effects and age differences of gamification in product advertising, Journal of Consumer Marketing, nr 31.
  • Dale S. (2014), Gamification: Making work fun, or making fun of work?, Business Information Review, nr 31.
  • Deterding S., Dixon D., Khaled R., Nacke L. (2011), From game design elements to gamefulness: defining gamification, Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments.
  • Gartner (2013), Hype Cycle for Emerging Technologies, dostęp 12 stycznia 2015, <http://www.gartner.com/newsroom/id/2575515>.
  • Groff J., Howells C., Cranmer S. (2010), The impact of console games in the classroom: Evidence from schools in Scotland, Bristol, Futurelab.
  • Hamari J., Koivisto J., Sarsa H. (2014), Does gamification work?--a literature review of empirical studies on gamification, 2014 47th Hawaii International Conference on System Sciences (HICSS).
  • Huotari K., Hamari J. (2012), Defining gamification: a service marketing perspective, Proceeding of the 16th International Academic MindTrek Conference.
  • Hunicke R., LeBlanc M., Zubek R. (2004), MDA: A formal approach to game design and game research, Proceedings of the AAAI-04 Workshop on Challenges in Game AI.
  • Joyce A., Gerhard P., Debry M. (2009), How are digital games used in schools: Complete results of the study, European Schoolnet.
  • Lee J.J., Hammer J. (2011), Gamification in Education: What, How, Why Bother?, Academic Exchange Quarterly, nr 15.
  • Lenhart A., Kahne J., Middaugh E., Macgill A. R., Evans C., Vitak J. (2008), Teens, video games, and civics, dostęp 12 stycznia 2015, <http://www.pewinternet.org/Reports/ 2008/Teens-Video-Games-and-Civics.aspx>.
  • Meder M., Plumbaum T., Hopfgartner F. (2014), Daiknow: A gamified enterprise bookmarking system. Advances in Information Retrieval, Springer International Publishing.
  • Mehta M., Kass A. (2012), Scores, Badges, Leaderboards, and Beyond – Gamification and Sustainable Behavior Change, Accenture Technology Labs.
  • Meng C. K., Hamzah M. A. (2014), Gamification model to motivate lecturers towards a satisfied job performance, Proceedings of the 23rd International Business Information Management Association Conference.
  • Mollick E. R., Rothbard N. (2014), Mandatory fun: consent, gamification and the impact of games at work, The Wharton School research paper series.
  • Nevin C. R., Westfall A. O., Rodriguez J. M., Dempsey D. M., Cherrington A., Roy B., Willig J. H. (2014), Gamification as a tool for enhancing graduate medical education, Postgraduate Medical Journal, nr 90.
  • Schacht S., Morana S., Maedche A. (2014), The project world – Gamification in project knowledge management, ECIS 2014 Proceedings – 22nd European Conference on Information Systems.
  • Shahri A., Hosseini M., Phalp K., Taylor J., Ali R. (2014), Towards a code of ethics for gamification at enterprise, Lecture Notes in Business Information Processing, nr 197.
  • Sobociński M. (2014), Grywalizacja – czego i po co używać, X konferencja z cyklu Kulturotwórcza funkcja gier – „Game-based learning /Game-biased learning”, Poznań, dostęp 12 stycznia 2015 <http://ptbg.org.pl/dl/a/Miko%C5%82aj%20Soboci%C5%84ski.pdf>.
  • Technavio (2014), Global Gamification Market 2014–2018, dostęp 12 stycznia 2015, <http://www.technavio.com/report/global-gamification-market-2014-2018>.
  • Thom J., Millen D., DiMicco J. (2012), Removing gamification from an enterprise SNS, Proceedings of the ACM 2012 conference on Computer Supported Cooperative Work.
  • Thorsteinsen K., Vitterso J., Svendsen G. B. (2014), Increasing physical activity efficiently: An experimental pilot study of a website and mobile phone intervention, International Journal of Telemedicine and Applications.
  • Tkaczyk P. (2012), Grywalizacja. Jak zastosować mechanizmy gier w działaniach marketingowych, Gliwice, Helion.
  • Tsui J., Lau J., Shieh L. (2014), Septris and SICKO: implementing and using learning analytics and gamification in medical education. Educause.
  • Wen D. M. H., Chang D. J. W., Lin Y. T., Liang C. W., Yang S. Y. (2014), Gamification Design for Increasing Customer Purchase Intention in a Mobile Marketing Campaign App, HCI in Business. Springer International Publishing.
Document Type
Publication order reference
Identifiers
ISSN
1641-0874
YADDA identifier
bwmeta1.element.desklight-a633e022-b4e5-4ea5-92ab-349a12f1b77b
JavaScript is turned off in your web browser. Turn it on to take full advantage of this site, then refresh the page.