Chapter 1. The Popularity of Gamification in the Mobile and Social Era

Bohyun Kim

Abstract


Chapter 1 of Library Technology Reports (vol. 51, no. 2), “Understanding Gamification,” discusses how the combination of the three new elements—(1) the rapid adoption of the smartphone, (2) the tremendous growth of the mobile web, and (3) the increased use of social media—has made it possible to apply gaming elements to real-world activities in an unprecedentedly seamless, ubiquitous, and social manner. Applying gaming elements to real-world activities is not necessarily a new idea. But these three elements completely changed where and how games are played and how game dynamics can be applied. It is the new mobile and social era that has enabled games to become portable and pervasive in everyday activities beyond an imaginary game world confined to a computer or a video game console. As we spend more and more time online, the boundary between our online and real life will increasingly blur. Gamification is an early harbinger of this broader trend.


Full Text:

HTML PDF

References


“Gartner Says Worldwide Video Game Market to Total $93 Billion in 2013,” news release, Gartner, October 29, 2013, www.gartner.com/newsroom/id/2614915.

NewZoo, 2013 Global Games Market Report, www.newzoo.com/games-market-data/reports/global-games-market-reports/global-games-market-report [report no longer available], as cited in 2013 State of Online Gaming Report (Hilversum, the Netherlands: Spil Games, 2013), 4, http://auth-83051f68-ec6c-44e0-afe5-bd8902acff57.cdn.spilcloud.com/v1/archives/1384952861.25_State_of_Gaming_2013_US_FINAL.pdf.comScore, as cited in 2013 State of Online Gaming Report, 4.

Jane McGonigal, “We Spend 3 Billion Hours a Week as a Planet Playing Videogames. Is It Worth It? How Could It Be MORE Worth It?” TED Conversations Archives, February 2011, www.ted.com/conversations/44/we_spend_3_billion_hours_a_wee.html.Mariusz Szyma, “Who coined the term ‘gamification’”? Quora, March 19, 2013. https://www.quora.com/Who-coined-the-term-gamification.

Sebastian Deterding, Dan Dixon, Rilla Khaled, and Lennart Nacke, “From Game Design Elements to Gamefulness: Defining ‘Gamification,’” in Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments (New York: Association for Computing Machinery, 2011), 9, doi:10.1145/2181037.2181040.

Jane McGonigal, Reality Is Broken: Why Games Make Us Better and How They Can Change the World (New York: Penguin, 2011), 21.

Cooper Smith, “Foursquare’s New Big Data Initiative Is Going to Help It Thrive, Even As the Check-in Withers,” Business Insider, January 14, 2014, www.businessinsider.com/foursquare-surpasses-45-million-registered-users-and-begins-collecting-data-in-new-ways-2-2014-1.

J. P. Mangalindan, “Play to Win: The Game-Based Economy,” Fortune, September 3, 2010, http://fortune.com/2010/09/03/play-to-win-the-game-based-economy.

Joe Brockmeier, “Gartner Adds Big Data, Gamification, and Internet of Things to Its Hype Cycle,” August 11, 2011, ReadWrite, http://readwrite.com/2011/08/11/gartner-adds-big-data-gamifica.

Gabe Zichermann, “Gamification: The Hard Truths,” The Blog, Huffington Post, January 23, 2013, www.huffingtonpost.com/gabe-zichermann/gamification_b_2516376.html.

Gabe Zichermann and Joselin Linder, The Gamification Revolution: How Leaders Leverage Game Mechanics to Crush the Competition (New York: McGraw-Hill, 2013), 163.

Andrew Miller, “Gamification vs. Game Based Learning in Education,” Gamification Corp., January 23, 2012, www.gamification.co/2012/01/13/gamification-vs-game-based-learning-in-education.

Aaron M. Cohen, “The Gamification of Education: Why Online Social Games May Be Poised to Replace Textbooks in Schools,” The Futurist 45, no. 5 (September–October 2011): 17.

“Curriculum,” Quest to Learn: Middle School, accessed October 2, 2014, http://middleschool.q2l.org/curriculum.

Larry Johnson, Samantha Adams, and Michele Cummins, NMC Horizon Report: 2012 Higher Education Edition (Austin, TX: New Media Consortium, 2012), www.nmc.org/publications/horizon-report-2012-higher-ed-edition, 7.

Larry Johnson, Samantha Adams Becker, Michele Cummins, Victoria Estrada, Alex Freeman, and Holly Ludgate, NMC Horizon Report: 2013 Higher Education Edition (Austin, TX: New Media Consortium, 2013), www.nmc.org/publications/2013-horizon-report-higher-ed, 5.

Larry Johnson, Samantha Adams Becker, Victoria Estrada, and Alex Freeman, NMC Horizon Report: 2014 Higher Education Edition (Austin, TX: New Media Consortium, 2014), www.nmc.org/publications/2014-horizon-report-higher-ed, 42.

“JetBlue Badges Deliver Gartner’s Gamification,” Comarch, April 30, 2014, www.comarch.us/media-resources/knowledge-articles/jetblue-badges-deliver-gartners-gamification/.

“Cell Phone and Smartphone Ownership Demographics,” Pew Research Internet Project, January 2014, www.pewinternet.org/data-trend/mobile/cell-phone-and-smartphone-ownership-demographics.

Bohyun Kim, “The Library Mobile Experience: Practices and User Expectations,” Library Technology Reports 49, no. 6 (Chicago: ALA TechSource, 2013), 5.

Chris Velazco, “AT&T’s Wireless Data Traffic Doubles Every Year, but Throttling Is Not the Solution,” TechCrunch, February 14, 2012, http://techcrunch.com/2012/02/14/atts-wireless-data-traffic-doubles-every-year-but-throttling-is-not-the-solution.

Matt Hamblen, “Mobile Data Traffic Is Expected to Explode 11-Fold by 2018,” Computerworld, February 5, 2014, www.computerworld.com/article/2487327/wireless-networking/mobile-data-traffic-is-expected-to-explode-11-fold-by-2018.html.

Dawn C. Chmielewski, “Nielsen Study: Social Networking Dominates Smartphone, Tablet Use,” Los Angeles Times, June 9, 2013, http://articles.latimes.com/2013/jun/09/entertainment/la-et-ct-nielsen-study-social-networking-smartphone-tablet-20130609.

Seth Priebatsch, “Welcome to the Decade of Games,” HBR Blog Network, Harvard Business Review, September 9, 2010, http://blogs.hbr.org/cs/2010/09/welcome_to_the_decade_of_games.html.


Refbacks

  • There are currently no refbacks.


Published by ALA TechSource, an imprint of the American Library Association.
Copyright Statement | ALA Privacy Policy