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The Choice of Serious Games and Gamification - A Case Study to Illustrate Key Differences

The Choice of Serious Games and Gamification - A Case Study to Illustrate Key Differences

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Del av bok/rapport
Sammendrag
When analyzing past and existing trends, gamification has unarguably invaded the mainstream media in a more pervasive way than serious games. In the literature, there has been a wide range of meanings for gamification, some detractors abhorring the term to others stating it encompasses everything to do with games and entertainment. This inconsistent nomenclature and undefined scope has led to the erroneous belief that gamification and serious games are synonymous. The aim of this paper is to present the distinct differences supported by case study of the use of both gamification and serious games within the same project aimed at social innovation within the neighbourhoods.
Språk
Engelsk
Institusjon(er)
  • SINTEF Digital / Teknologiledelse
År
2014
Publisert i
Lecture Notes in Computer Science
ISSN
0302-9743
Forlag
Springer
Bok
Serious Games Development and Applications : 5th International Conference, SGDA 2014, Berlin, Germany, October 9-10, 2014. Proceedings
Hefte nr.
.
ISBN
978-3-319-11622-8
Side(r)
213 - 223