Which definition of Gamification do you like best? Which one is the most suitable for education?
Fell free to contribute with other definitions (in a comment to this post).
Choose one definition from the list below (23 definitions) and vote here. Some of them are redundant and others are very similar. They are presented in no special order.
Definitions of Gamification
Definition #1: "Engaging users, changing behavior with the best ideas from games, loyalty and behavior economics."
(Gabe Zichermann)
Definition #2: "Using game techniques to make activities more engaging and fun."
(Amy Jo Kim)
Definition #3: "Integrating
game dynamics into a site, service, activity, community, content or
campaign, in order to encourage a certain behavior, attitude or skill."
(Simon Egenfeldt Nielsen)
Definition #4: "Using game-based mechanics, aesthetics and game thinking to engage people, motivate action, promote learning, and solve problems."
(Karl Kapp)
Definition #5: "Typically involves applying game design thinking to non-game applications to make them more fun and engaging."
Definition #6:
"The application of game metaphors to real lifetasks to influence behaviour, improve motivation and enhance engagement."
(Gamification.org)
(Andrzej Marczewski)
Definition #7: "The use of game attributes to drive game-likeplayer behavior in a non-game context.”
(Michael
Wu)
Definition #8: "A modern business strategy that uses proven techniques from social gaming to measure and influence behavior."
(Badgeville)
Definition #9: "The use of design elements characteristic for games in non-game contexts."
(Sebastian Deterding, Dan Dixon, Rilla Khaled & Lennart Nacke)
Definition #10: "The application of motivational and engagement techniques honed in computer games for non-game environments."
(Clark Aldrich)
Definition #11: "By incorporating game mechanics into everyday activities, you can make them more fun and therefore more engaging."
(Jon Radoff)
(Lee & Hammer)
Definition #13: "The
integration of the mechanics that make games fun and absorbing into
non-game platforms and experiences in order to improve engagement and
participation."
(Kyle Findlay & Kirsty Aberts)
Definition #14: "The observation and/or implementation of a playful environment using systematic rules in a non-game context."
(We Play)
Definition #15: "The process of adding game-like elements to something without actually turning the whole thing into a game."
(Amanda Green)
Definition #16: "The insertion of game dynamics and mechanics into non-game activities to drive a desired behavior."
(Forrester)
Definition #17: "The use of game design elements, game thinking and game mechanics to enhance non-game contexts."
(Mashable)
Definition #18: "The process of using game thinking and game mechanics to solve problems and engage users."
(Andrew Miller)
Definition #19: "A deeper understanding in how we can use psychological theories with gaming mechanisms in order to motivate human behavior."
(Playgen)
Definition #20: "The process of applying game characteristics to non-game entities."
(Terrell Heick)
Definition #21: "The term that expresses the processes of Game Design used in areas not previously involved in the dynamics of gaming."
(Giuliana Guazzaroni)
Definition #23: "The use of game design elements in non-game contexts, to drive game like engagement in order to promote desired behaviors."
(My own definition)
A cloud with the most common words used in the definitions
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