Chapter 2. Gamification

Bohyun Kim

Abstract


Chapter 2 of Library Technology Reports (vol. 51, no. 2), “Understanding Gamification,” reviews a number of examples of gamification to highlight the similarities and the differences between gamification and games. The examples of gamification are found in many different areas ranging from recycling, driving, energy-saving, exercise, to banking and relationship-management. The second half of this chapter will discuss five different definitions of gamification and the three concepts that are closely related to gamification: game, playful design, and toys.


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References


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