Taking key elements of games (like design, action, fun, competition) and applying it through game behavior (such as points, badges and leaderboards) to increase behavior/engagement (2)
Intended to leverage people's natural desires for socializing, learning, mastery, competition, achievement, status, self-expression, altruism, or closure, or simply their response to the framing of a situation as game or play (3)
Lieberoth, A. (2015) Shallow Gamification, Testing Psychological Effects of Framing an Activity as a Game, Games and Culture Vol 10, Issue 3, pp. 229 - 248 DOI: 10.1177/1555412014559978
3) Lieberoth, A. (2015) Shallow Gamification, Testing Psychological Effects of Framing an Activity as a Game, Games and Culture Vol 10, Issue 3, pp. 229 - 248 DOI: 10.1177/1555412014559978