Meaningful Play Podcast

Episode 32 – Gamification


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Gamification is the practice of applying game design elements in non-game contexts. Both the term and practice have been applied to various activities including education, work, fitness, romance, finances, and beyond. In this episode, we slow down and unpack what the term means and some of the research around its application from various game studies scholars. We also touch on the potential intersection between gamification and serious games. We wrap by discussing some games designed to forge a relationship between play and behaviour, including Lumi Interactive’s Kinder World.  

*Heather’s comment about the French cartography project refers to the Cassini map, which was worked on by four generations of the Cassini family (not six, as Heather speculates in this episode).

Ludography

Konami. 2009. Love Plus.

Larian Studios. 2023. Baldur’s Gate III.

Niantic. 2021. Pikmin Bloom.

Lumi Interactive. 2022. Kinder World

Q Dork. Morning Makeup Madness.

References

Beth Bos, Lucy Wilder, Marcelina Cook, & Ryan O’Donnell. (2014). Learning mathematics through Minecraft. Teaching Children Mathematics, 21(1), 56–59. https://doi.org/10/gf8qtb

Bogost, I. (2011). Gamification is Bullshit. Bogost.Com. http://bogost.com/writing/blog/gamification_is_bullshit/

Brooks, R. (2021). Artificial Intimacy. NewSouth Books.

Calvino, I. (2020). The Narrative of Trajan’s Column. Translated by M McLaughlin. Penguin Books.

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, 9–15. https://doi.org/10.1145/2181037.2181040

Ho, X., Daunt, F., Mackenzie, M., and Appleby, C., curators. (2023). Pride at Play. Jump to Glide.

O’Donnell, C. (2014). Getting played: Gamification, bullshit, and the rise of algorithmic surveillance. Surveillance and Society, 12(3), 349–359. https://doi.org/10/ggnsv2

Ruffino, P. (2018). Future gaming: Creative interventions in video game culture. Goldsmiths Press.

Tsumura, K. (2020). There’s No Such Thing as an Easy Job. Translated by P Barton. Bloomsbury.

Zimmerman, E. (2022). The rules we break: Lessons in play, thinking, and design. Princeton Architectural Press.

Music created with Per Nyblom’s Abundant Music.

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Meaningful Play PodcastBy Sian Tomkinson and Heather Blakey

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