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DEFINITION OF GAMIFICATION

Gamification is defined as using the mechanics of games to make learning more engaging. However, this
definition is somewhat ambiguous as it lets room for interpretation and debate. There are three
questions that need to be answered in order to get an in-depth understanding of the concept of
gamification: what are the features of a game, which and how many of them need to be used in order to
gamify learning and last, but not least, what is the difference between gamification of learning and an
educational game? Through a review of the literature each of these questions will be answered. 1.1
What are the features of a game? The definition above stated that gamification implies using the
features of a game to the learning process. Therefore, the first step for defining the gamification process
is identifying the characteristics of a game. This is rather difficult, as there is a wide range of games and
finding a common denominator may lead to missing some insight to the core of the game mechanics.
However, eight features seem to be recurrently listed in the literature on gaming and gamification. a.
Rules. One of the main characteristic of a game is that its rules are clearly stated from the beginning. The
players know what is expected from them, what they are allowed and what they are not allowed to do.
Rules create a logically structured context for the activity to take place. b. Goals and clear outcome.
Every game provides the player with a mission so that he or she knows what needs to be accomplished.
This allows them to set strategies, and to monitor their progress, therefore allowing them to develop
autonomy in achieving their tasks. Also having clear goals usually increases the motivation to achieve
them. At the end of the game, the outcome is not confusing or ambiguous: the player knows for sure
whether they won or lost. There is no middle ground, they either achieved their mission or they did not.
c. Feedback and rewards. During the game, the user usually gets feedback on his or her progress. The
feedback may occur when the player is in difficulty and it may come as a hint or an encouraging
message. Rewards may come as score points, bonuses, extra lives, badges, etc. Their role is to keep the
player engaged and motivated to accomplish his or her mission. d. Problem solving. Each game presents
the player with a problem. The task is usually challenging enough to keep the user engaged and
motivated to solve it, yet it is not as difficult as to bore the player or discourage him or her to continue.
Offering a problem, challenges the user to use creative and logical thinking in order to achieve the goal
of the game. e. Story. Games often tell a story. The narrative is used to introduce the player in the world
of the game, to create a context for the missions that are to be assigned and to facilitate the user’s
identification with the character in the game (or the avatar). These elements generate powerful
emotions (be they positive or negative) that keep the player engaged until the end of the game. f.
Player(s). The player is the person that interacts with the game content at a certain point. Games may
involve one or more players, they may allow for collaboration or may encourage conflicts, and they may
allow a higher or lower degree of avatar personalization. g. Safe environment. Games provide a safe
environment of the player to try and fail. If in real life failure may have negative consequences for a
person, in the game world failure is not only allowed but sometimes it is actually encouraged. The user
has the possibility to try as many strategies to win as they want, which encourages heuristic thinking.
Making it safe to fail may take away much of the pressure and anxiety associated with problem solving
in real life situations. h. Sense of mastery. Solving problems, obtaining high scores and badges, unlocking
new achievements, all these elements generate a sense of mastery for the user. This has a positive
impact on the user’s self-esteem, offering them a feeling of satisfaction and accomplishment.

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