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The term may have been first coined by [[Nick Pelling]] in March 2004 for his gamification consultancy startup Conundra Ltd. More recently, the technique captured the attention of venture capitalists, one of whom said he considered gamification to be the most promising area in gaming.<ref name="fun">{{Cite news|url=http://venturebeat.com/2010/04/12/healthcare-reform-social-games-gamification/|publisher=Venture Beat|title=The ultimate healthcare reform could be fun and games|date=April 12, 2010 | first=Michael|last=Sinanian}}</ref> Another observed that half of all companies seeking funding for consumer software applications mentioned game design in their presentations.<ref name="sjmn"/>
The term may have been first coined by [[Nick Pelling]] in March 2004 for his gamification consultancy startup Conundra Ltd. More recently, the technique captured the attention of venture capitalists, one of whom said he considered gamification to be the most promising area in gaming.<ref name="fun">{{Cite news|url=http://venturebeat.com/2010/04/12/healthcare-reform-social-games-gamification/|publisher=Venture Beat|title=The ultimate healthcare reform could be fun and games|date=April 12, 2010 | first=Michael|last=Sinanian}}</ref> Another observed that half of all companies seeking funding for consumer software applications mentioned game design in their presentations.<ref name="sjmn"/>


==Gamification Vendors==
In addition to companies that use the technique, a number of businesses created platforms and consulting operations for others to add gamification elements to their own services. In October 2007, venture-backed company Bunchball was the first company to provide game mechanics as a service,<ref>{{cite news|publisher=Gamasutra|url=http://www.gamasutra.com/php-bin/news_index.php?story=20288|title=AGDC: Paharia, Andrade On Making Dunder Mifflin Infinity|first=Simon|last=Carless|date=September 17, 2008}}</ref> on [[Dunder Mifflin Infinity]], the community site for the NBC TV show ''[[The Office (U.S. TV series)|The Office]]''. San Francisco startup Gamify offers a universal gamification platform<ref>{{cite news|title=Gamify Announces Gamify Platform|publisher=EngageDigital|url=http://www.engagedigital.com/blog/2011/01/18/gamify-announces-gamify-platform/|first=Alicia|last=Ashby|date=January 18, 2011}}</ref><ref>{{cite news|title=How Playing Games is Good for Your Business|publisher=BNET|url=http://www.bnet.com/blog/businesstips/how-playing-games-is-good-for-your-business/11426|first=Dave|last=Johnson|date=May 26, 2011}}</ref> Gamify has created the ''Gamification Encyclopedia''<ref>{{cite web|url=http://gamification.org/wiki/Encyclopedia|title=Gamification Encyclopedia}}</ref> to document trends in this topic<ref>{{cite news|title=As websites become games, understand the trend with the Gamification Encyclopedia|publisher=The Next Web|url=http://thenextweb.com/socialmedia/2011/01/11/as-websites-become-games-understand-the-trend-with-the-gamification-encyclopedia/|first=Martin|last=Bryant|date=November 1, 2011}}</ref> and, together with the [[SETI Institute]], a contest called the ''"Gamify SETI & Prosper Challenge"'' to increase participation in its [[SETI]] program through gamificaton.<ref>{{cite news|title=The Gamify SETI & Prosper Challenge|publisher=SetiQuest|url=http://setiquest.org/wiki/index.php/Gamify_Competition|first=Jon|last=Richards|date=May 5, 2011}}</ref><ref>{{cite news|title=How You Can Help Find Alien Life|publisher=Mashable|url=http://mashable.com/2011/05/05/seti-gamify/|first=Ben|last=Parr|date=May 5, 2011}}</ref> Several other angel and venture-backed companies emerged in late 2010, including IActionable <ref>{{cite news|publisher=TheNextWeb|url=http://thenextweb.com/apps/2011/07/18/achievements-points-and-leaderboards-hit-the-workplace-with-engage-for-salesforce-com}}</ref>, BigDoor<ref>{{cite news|publisher=MIT Technology Review|url=http://www.technologyreview.com/blog/post.aspx?bid=358&bpid=25892|first=Brad|last=Feld|date=October 14, 2010}}</ref><ref>{{cite news|publisher=Puget Sound Business Journal|url=http://www.techflash.com/seattle/2010/10/bigdoor_brings_badges_leaderboards_and_more_to_web_sites.html|title=BigDoor brings badges, points and more to Web sites|first=John|last=Cook|date=October 14, 2010}}</ref> and Reputely<ref>{{cite news|publisher=ZDNet|title=Gamification ups user engagement and ROI|first=Jamie|last=Yap|date=October 18, 2010|url=http://www.zdnetasia.com/gamification-ups-user-engagement-and-roi-62203783.htm}}</ref> (inactive as of 2011).{{cite}}

In addition to companies that use the technique, a number of businesses created platforms and consulting operations for others to add gamification elements to their own services.

In October 2007, Bunchball, backed by Adobe Systems Incorporated, was the first company to provide game mechanics as a service,<ref>{{cite news|publisher=Gamasutra|url=http://www.gamasutra.com/php-bin/news_index.php?story=20288|title=AGDC: Paharia, Andrade On Making Dunder Mifflin Infinity|first=Simon|last=Carless|date=September 17, 2008}}</ref> on [[Dunder Mifflin Infinity]], the community site for the NBC TV show ''[[The Office (U.S. TV series)|The Office]]''.

In September 2010, Badgeville, backed by Norwest Venture Partners, El Dorado Ventures, and Trinity Ventures, launched at TechCrunch Disrupt as the first company to offer social game mechanics as a service. Badgeville won the TechCrunch Audience Choice Award when it launched. Badgeville raised $15M in venture funding in its first year of operation, and has 75 customers including Deloitte Digital, The Active Network, Universal Music, Beat the GMAT, Bluefly.com and NBC.


Founded in June 2009 by Keith Smith and Jeff Malek, BigDoor is a Seattle-based startup dedicated to making the online world more rewarding by providing gamification technology to non-gaming websites.<ref>{{cite news|publisher=Xconomy | url=http://www.xconomy.com/seattle/2011/08/08/gamification-startup-bigdoor-media-levels-up-to-bigger-digs-keeps-on-hiring/ | title=Gamification Startup BigDoor Media Levels Up to Bigger Digs|first=Curt|last=Woodward|date=August 08, 2011}}</ref><ref>{{cite news|publisher=MIT Technology Review|url=http://www.technologyreview.com/blog/post.aspx?bid=358&bpid=25892|first=Brad|last=Feld|date=October 14, 2010}}</ref><ref>{{cite news|publisher=Puget Sound Business Journal|url=http://www.techflash.com/seattle/2010/10/bigdoor_brings_badges_leaderboards_and_more_to_web_sites.html|title=BigDoor brings badges, points and more to Web sites|first=John|last=Cook|date=October 14, 2010}}</ref>
Founded in June 2009 by Keith Smith and Jeff Malek, BigDoor is a Seattle-based startup dedicated to making the online world more rewarding by providing gamification technology to non-gaming websites.<ref>{{cite news|publisher=Xconomy | url=http://www.xconomy.com/seattle/2011/08/08/gamification-startup-bigdoor-media-levels-up-to-bigger-digs-keeps-on-hiring/ | title=Gamification Startup BigDoor Media Levels Up to Bigger Digs|first=Curt|last=Woodward|date=August 08, 2011}}</ref><ref>{{cite news|publisher=MIT Technology Review|url=http://www.technologyreview.com/blog/post.aspx?bid=358&bpid=25892|first=Brad|last=Feld|date=October 14, 2010}}</ref><ref>{{cite news|publisher=Puget Sound Business Journal|url=http://www.techflash.com/seattle/2010/10/bigdoor_brings_badges_leaderboards_and_more_to_web_sites.html|title=BigDoor brings badges, points and more to Web sites|first=John|last=Cook|date=October 14, 2010}}</ref>


Several other angel and venture-backed companies emerged in late 2010, including IActionable <ref>{{cite news|publisher=TheNextWeb|url=http://thenextweb.com/apps/2011/07/18/achievements-points-and-leaderboards-hit-the-workplace-with-engage-for-salesforce-com}}</ref>, BigDoor<ref>{{cite news|publisher=MIT Technology Review|url=http://www.technologyreview.com/blog/post.aspx?bid=358&bpid=25892|first=Brad|last=Feld|date=October 14, 2010}}</ref><ref>{{cite news|publisher=Puget Sound Business Journal|url=http://www.techflash.com/seattle/2010/10/bigdoor_brings_badges_leaderboards_and_more_to_web_sites.html|title=BigDoor brings badges, points and more to Web sites|first=John|last=Cook|date=October 14, 2010}}</ref> and Reputely<ref>{{cite news|publisher=ZDNet|title=Gamification ups user engagement and ROI|first=Jamie|last=Yap|date=October 18, 2010|url=http://www.zdnetasia.com/gamification-ups-user-engagement-and-roi-62203783.htm}}</ref> (inactive as of 2011).{{cite}}
Badgeville and OneTrueFan, which launched at TechCrunch Disrupt in 2010, offer services to help publishers add badges, virtual currency, and other game mechanics features to existing websites and web services.<ref>{{cite news|publisher=TechCrunch|url=http://techcrunch.com/2010/10/14/bigdoor/|title=Add Game Mechanics To Your Site In Five Minutes With BigDoor|first=Alexia|last=Tsotsis|date=October 14, 2010}}</ref> One company, Seriosity, was created to offer gamification consulting.<ref name="orm"/> [[UserInfuser]] is the first open source gamification platform provided by CloudCaptive.<ref>{{cite web|url=http://thenextweb.com/dd/2011/05/12/userinfuser-open-source-gamification-platform/|title=UserInfuser: open source gamification platform|author=Joel Falconer|publisher=http://thenextweb.com/}}</ref>

==Related Companies==

San Francisco startup Gamify offers a universal gamification platform<ref>{{cite news|title=Gamify Announces Gamify Platform|publisher=EngageDigital|url=http://www.engagedigital.com/blog/2011/01/18/gamify-announces-gamify-platform/|first=Alicia|last=Ashby|date=January 18, 2011}}</ref><ref>{{cite news|title=How Playing Games is Good for Your Business|publisher=BNET|url=http://www.bnet.com/blog/businesstips/how-playing-games-is-good-for-your-business/11426|first=Dave|last=Johnson|date=May 26, 2011}}</ref> Gamify has created the ''Gamification Encyclopedia''<ref>{{cite web|url=http://gamification.org/wiki/Encyclopedia|title=Gamification Encyclopedia}}</ref> to document trends in this topic<ref>{{cite news|title=As websites become games, understand the trend with the Gamification Encyclopedia|publisher=The Next Web|url=http://thenextweb.com/socialmedia/2011/01/11/as-websites-become-games-understand-the-trend-with-the-gamification-encyclopedia/|first=Martin|last=Bryant|date=November 1, 2011}}</ref> and, together with the [[SETI Institute]], a contest called the ''"Gamify SETI & Prosper Challenge"'' to increase participation in its [[SETI]] program through gamificaton.<ref>{{cite news|title=The Gamify SETI & Prosper Challenge|publisher=SetiQuest|url=http://setiquest.org/wiki/index.php/Gamify_Competition|first=Jon|last=Richards|date=May 5, 2011}}</ref><ref>{{cite news|title=How You Can Help Find Alien Life|publisher=Mashable|url=http://mashable.com/2011/05/05/seti-gamify/|first=Ben|last=Parr|date=May 5, 2011}}</ref>

One company, Seriosity, was created to offer gamification consulting.<ref name="orm"/> [[UserInfuser]] is the first open source gamification platform provided by CloudCaptive.<ref>{{cite web|url=http://thenextweb.com/dd/2011/05/12/userinfuser-open-source-gamification-platform/|title=UserInfuser: open source gamification platform|author=Joel Falconer|publisher=http://thenextweb.com/}}</ref>


An organization, Gamification.Co, organized the world's first conference devoted to the phenomenon, held in San Francisco in January 2011.<ref name="vb"/><ref>{{cite news|url=http://www.gamasutra.com/view/news/30731/Gamification_Summit_2011_Announced.php|publisher=Gamasutra|title=Gamification Summit 2011 Announced|first=Kyle|last=Orland|date=October 1, 2010}}</ref><ref>{{cite news|publisher=Fortune|url=http://tech.fortune.cnn.com/2010/09/03/the-game-based-economy/|title=Today in Tech: News around the Web|first=JP|last=Mangalindan|date=October 1, 2010}}</ref>
An organization, Gamification.Co, organized the world's first conference devoted to the phenomenon, held in San Francisco in January 2011.<ref name="vb"/><ref>{{cite news|url=http://www.gamasutra.com/view/news/30731/Gamification_Summit_2011_Announced.php|publisher=Gamasutra|title=Gamification Summit 2011 Announced|first=Kyle|last=Orland|date=October 1, 2010}}</ref><ref>{{cite news|publisher=Fortune|url=http://tech.fortune.cnn.com/2010/09/03/the-game-based-economy/|title=Today in Tech: News around the Web|first=JP|last=Mangalindan|date=October 1, 2010}}</ref>

Revision as of 06:11, 26 August 2011

Gamification is the use of game play elements[1] for non-game applications (also known as "funware"),[2] particularly consumer-oriented web and mobile sites, in order to encourage people to adopt the applications. It also strives to encourage users to engage in desired behaviors in connection with the applications.[3] Gamification works by making technology more engaging,[4] and by encouraging desired behaviors, taking advantage of humans' psychological predisposition to engage in gaming.[5] The technique can encourage people to perform chores that they ordinarily consider boring, such as completing surveys, shopping, or reading web sites.[4]

Techniques

Early examples of gamification are based on rewarding points to people who share experiences on location-based platforms such as Facebook's "Place" feature, Foursquare (social network), and Gowalla.[6] Some of the techniques include:

  • achievement "badges"
  • achievement levels
  • "leader boards"
  • a progress bar or other visual meter to indicate how close people are to completing a task a company is trying to encourage, such as completing a social networking profile or earning a frequent shopper loyalty award.[7]
  • virtual currency
  • systems for awarding, redeeming, trading, gifting, and otherwise exchanging points
  • challenges between users
  • embedding small casual games within other activities.[4]

Applications

As of September 2010, gamification was used by marketers and website product managers as a tool for customer engagement,[8] and encouraging desirable website usage behavior.[7] Gamification is readily applicable to increasing engagement on sites built on social network services. One site, DevHub, increased the number of users who completed their online tasks from 10% to 80% after adding gamification elements.[9]

Business applications for gamification are just beginning to appear as well. RedCritter Tracker incorporates gamification elements such as badges, rewards, leaderboards and ribbons into project management.[10] Gartner Group predicts gamification will be a key trend that every CIO, IT planner and enterprise architect must be aware of as it relates to business. [11]

Gamification is used on Stack Overflow, a question-and-answer site for programmers, and on all of its sister sites for other topics (including the non-Q&A careers site Careers 2.0). Users receive points and/or badges for performing a variety of actions, including spreading links to questions and answers via Facebook and Twitter. A large number of different badges are available, and when a user's reputation points exceed various thresholds, he or she gains additional privileges - including at the higher end the privilege of helping to moderate the site. Points and badges do not generally carry over between sister sites, because a user's expertise in one topic (such as programming) may be unrelated to their level of expertise, or lack thereof, in another topic. However, one exception is that a user gains 100 reputation points for linking their accounts on sister sites together, if they have at least 200 points on one of them.

Some other applications of gamification include:

  • Employee training programs,[12]
  • Wellness and other personal activities[13]
  • Financial services websites.[3] and
  • Online and in-person shopping.[14][15]
  • Primary education.[16]
  • Extreme sports.[17]
  • Project management. [18]

Experts anticipated that the technique would also be applied to health care, financial services, transportation, government,[19] employee training,[20] and other activities.[21]

Alix Levine, an American security consultant, described as gamification some techniques that a number of extremist websites such as Stormfront and various terrorism-related sites used to build loyalty and participation. As an example, Levine mentioned reputation scores.[22][23]

Microsoft announced plans to use gamification techniques for its upcoming Windows Phone 7 operating system design.[24]

Companies and organizations

The term may have been first coined by Nick Pelling in March 2004 for his gamification consultancy startup Conundra Ltd. More recently, the technique captured the attention of venture capitalists, one of whom said he considered gamification to be the most promising area in gaming.[2] Another observed that half of all companies seeking funding for consumer software applications mentioned game design in their presentations.[7]

Gamification Vendors

In addition to companies that use the technique, a number of businesses created platforms and consulting operations for others to add gamification elements to their own services.

In October 2007, Bunchball, backed by Adobe Systems Incorporated, was the first company to provide game mechanics as a service,[25] on Dunder Mifflin Infinity, the community site for the NBC TV show The Office.

In September 2010, Badgeville, backed by Norwest Venture Partners, El Dorado Ventures, and Trinity Ventures, launched at TechCrunch Disrupt as the first company to offer social game mechanics as a service. Badgeville won the TechCrunch Audience Choice Award when it launched. Badgeville raised $15M in venture funding in its first year of operation, and has 75 customers including Deloitte Digital, The Active Network, Universal Music, Beat the GMAT, Bluefly.com and NBC.

Founded in June 2009 by Keith Smith and Jeff Malek, BigDoor is a Seattle-based startup dedicated to making the online world more rewarding by providing gamification technology to non-gaming websites.[26][27][28]

Several other angel and venture-backed companies emerged in late 2010, including IActionable [29], BigDoor[30][31] and Reputely[32] (inactive as of 2011). {{citation}}: Empty citation (help)

San Francisco startup Gamify offers a universal gamification platform[33][34] Gamify has created the Gamification Encyclopedia[35] to document trends in this topic[36] and, together with the SETI Institute, a contest called the "Gamify SETI & Prosper Challenge" to increase participation in its SETI program through gamificaton.[37][38]

One company, Seriosity, was created to offer gamification consulting.[16] UserInfuser is the first open source gamification platform provided by CloudCaptive.[39]

An organization, Gamification.Co, organized the world's first conference devoted to the phenomenon, held in San Francisco in January 2011.[4][40][41]

Critique

The term "gamification" and the practices it describes have received negative attention from game industry professionals, business consultants and executives, academics, and communications professionals. A Stanford professor, in a book on the subject,[16] suggested that the gamification of businesses and virtual worlds is creating an expectation among people that real-life interactions follow simple mechanics, and some disillusionment when they do not.[42]

Some critics dismiss gamification as a buzzword, and note that many of its techniques have been in place for a long time. Other critiques include:

  • gamification elements are already present in everyday activities such as happy hours, loyalty programs, etc.[43]
  • for business purposes, gamification is invalid, faddish, exploitative, an oversimplification, or a renaming of existing practices.[44][45]
  • adding to and preying upon the confusion among business decision makers about the meaningful distinctions between games, videogames, social games, gamification, game mechanics, etc.[46]
  • the negative consequences of making simple game-like consumer interactions an end in themselves, rather than designing either high quality games or full product designs.[47]
  • gamification sometimes misses elements such as storytelling and experiences which are central to what make games effective, or that gamification has mistaken the addition of points for the application of genuine game mechanics.[48][49]

See also

References

  1. ^ Popkin, Helen (June 1, 2010). "FarmVille invades the real world". MSNBC.
  2. ^ a b Sinanian, Michael (April 12, 2010). "The ultimate healthcare reform could be fun and games". Venture Beat.
  3. ^ a b Stuart, Keith (19 September 2010). The Observer http://www.guardian.co.uk/technology/2010/sep/19/3d-games-xbox-playstation. {{cite news}}: Missing or empty |title= (help)
  4. ^ a b c d Takahashi, Dean (September 30, 2010). "Gamification gets its own conference". Venture Beat.
  5. ^ Radoff, Jon (2011). Game On: Energize Your Business with Social Media Games. Wiley. pp. xxxii. ISBN 9780470936269.
  6. ^ Sutter, John D. (September 30, 2010). "Browse the Web, earn points and prizes". CNN.
  7. ^ a b c O'Brien, Chris (October 24, 2010). "Get ready for the decade of gamification". San Jose Mercury News.
  8. ^ Daniels, Matt (September 23, 2010). "Businesses need to get in the game". Marketing Week.
  9. ^ Takahashi, Dean (August 25, 2010). "Website builder DevHub gets users hooked by "gamifying" its service". VentureBeat.
  10. ^ "Introducing An App Store for Microsoft Outlook"..
  11. ^ Press release. "Gartner Says By 2015, More Than 50 Percent of Organizations That Manage Innovation Processes Will Gamify Those Processes". Gartner Group..
  12. ^ Huling, Ray (March 25, 2010). "Gamification: Turning Work Into Play". H Plus Magazine.
  13. ^ Geere, Duncan (September 7, 2010). "Health Month is a self-improvement RPG". Wired.
  14. ^ Steiner, Ina (November 4, 2010). "New Report Says Online Shoppers Can be Motivated by Gaming". Auction Bytes.
  15. ^ "gCommerce: The Gamification of eCommerce". Interpret. October, 2010. {{cite web}}: Check date values in: |date= (help)
  16. ^ a b c Corcoran, Elizabeth (October 29, 2010). "The 'Gamification' Of Education". O'Reilly Media.
  17. ^ Dredge, Stuart (October 15, 2010). "New app brings gamification to extreme sports". Mobile Entertainment.
  18. ^ "Introducing An App Store for Microsoft Outlook"..
  19. ^ Thomas, Owen (October 5, 2010). "Should you run your business like a game?". Venture Beat.
  20. ^ Huling, Ray (March 25, 2010). "Gamification: Turning Work Into Play". H+ Magazine.
  21. ^ Mangalindan, JP (September 3, 2010). "Play to win: The game-based economy". Fortune.
  22. ^ Jarret Brachman and Alix Levine]] (April 13, 2010). "The World of Holy Warcraft:How al Qaeda is using online game theory to recruit the masses". Foreign Policy.
  23. ^ Ungerleider, Neal (April 22, 2011). "Welcome To JihadVille". Fast Company.
  24. ^ Dignan, Larry (September 30, 2010). "Will the gamification of Windows Phone 7 set it apart?". ZDnet.
  25. ^ Carless, Simon (September 17, 2008). "AGDC: Paharia, Andrade On Making Dunder Mifflin Infinity". Gamasutra.
  26. ^ Woodward, Curt (August 08, 2011). "Gamification Startup BigDoor Media Levels Up to Bigger Digs". Xconomy. {{cite news}}: Check date values in: |date= (help)
  27. ^ Feld, Brad (October 14, 2010). MIT Technology Review http://www.technologyreview.com/blog/post.aspx?bid=358&bpid=25892. {{cite news}}: Missing or empty |title= (help)
  28. ^ Cook, John (October 14, 2010). "BigDoor brings badges, points and more to Web sites". Puget Sound Business Journal.
  29. ^ . TheNextWeb http://thenextweb.com/apps/2011/07/18/achievements-points-and-leaderboards-hit-the-workplace-with-engage-for-salesforce-com. {{cite news}}: Missing or empty |title= (help)
  30. ^ Feld, Brad (October 14, 2010). MIT Technology Review http://www.technologyreview.com/blog/post.aspx?bid=358&bpid=25892. {{cite news}}: Missing or empty |title= (help)
  31. ^ Cook, John (October 14, 2010). "BigDoor brings badges, points and more to Web sites". Puget Sound Business Journal.
  32. ^ Yap, Jamie (October 18, 2010). "Gamification ups user engagement and ROI". ZDNet.
  33. ^ Ashby, Alicia (January 18, 2011). "Gamify Announces Gamify Platform". EngageDigital.
  34. ^ Johnson, Dave (May 26, 2011). "How Playing Games is Good for Your Business". BNET.
  35. ^ "Gamification Encyclopedia".
  36. ^ Bryant, Martin (November 1, 2011). "As websites become games, understand the trend with the Gamification Encyclopedia". The Next Web.
  37. ^ Richards, Jon (May 5, 2011). "The Gamify SETI & Prosper Challenge". SetiQuest.
  38. ^ Parr, Ben (May 5, 2011). "How You Can Help Find Alien Life". Mashable.
  39. ^ Joel Falconer. "UserInfuser: open source gamification platform". http://thenextweb.com/. {{cite web}}: External link in |publisher= (help)
  40. ^ Orland, Kyle (October 1, 2010). "Gamification Summit 2011 Announced". Gamasutra.
  41. ^ Mangalindan, JP (October 1, 2010). "Today in Tech: News around the Web". Fortune.
  42. ^ Byron Reeves, J. Leighton Read (2009). Total Engagement: Using Games and Virtual Worlds to Change the Way People Work and Businesses Compete. Harvard Business Press. ISBN 9781422146576.
  43. ^ Bell, Jase (November 2, 2010). "Your life is but a game and points win prizes". Belfast Telegraph.
  44. ^ Shenk, Phil (October 14, 2010). "Gamification = b*llsh$t". Gravity Bear.
  45. ^ Bogost, Ian. "Gamification is Bullshit". Ian Bogost.
  46. ^ Slavin, Kevin (June 9, 2011). "In a World Filled With Sloppy Thinking".
  47. ^ John Pavlus (November 4, 2010). "Reasons Why "Gamification" is Played Out". Fast Company.
  48. ^ Jon Radoff (February 16, 2011). "Gamification". Radoff.com.
  49. ^ Margaret Robertson. "Can't Play Won't Play". Hideandseek.net.