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XIX.4 July + August 2012
Page: 14
Digital Citation

Gamification


Authors:
Sebastian Deterding

Games entice hundreds of millions of people across the globe to spend countless hours and dollars performing often menial tasks—certainly, there must be some way to use this power for other purposes? Already in the 1980s, prescient scholars like Thomas Mahne followed this intuition and began looking into games as a source of "heuristics for enjoyable interfaces." In the early 2000s, the "serious games" movement followed, building full-fledged games to train, educate, and persuade. In parallel, the field of human-computer interaction began exploring the various facets of user experience, and design for pleasure, fun, and motivation became topics of…




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