Academic literature on the topic 'Gamification mechanics'

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Journal articles on the topic "Gamification mechanics"

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Helmefalk, Miralem. "An interdisciplinary perspective on gamification: Mechanics, psychological mediators and outcomes." International Journal of Serious Games 6, no. 1 (2019): 3–26. http://dx.doi.org/10.17083/ijsg.v6i1.262.

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As gamification literature has matured, the gap between how different domains apply the theory has widened. This has positioned gamification as being more dependent on context, rather than being an independent theory per se. To address this notion, three concepts are identified as being central for how a gamificator, the one responsible for gamifying, gamifies a process. These are mechanics, mental mediators and desired outcomes. Following this logic, a review was conducted using 77 (n) articles across seven disciplines, namely health and wellness, crowdsourcing, sustainability, computer science, software development, business, and tourism. The findings highlighted potentially causal and correlational relationships between several concepts when gamifying a situation, context, service or/and process. This research presents an alternative and uniform perspective on the broad gamification research to better understand how gamification functions and can be employed to impact various outcomes. Furthermore, this research contributes to this rather eclectic domain, presenting a more categorized view in showing domain-specific mechanics and how these can be employed for empirical testing. Lastly, the conceptual model can be modified, employed and adjusted to investigate various effects of gamification on outcomes.
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Irunokhai, E. A., P. N. Meduna, J. O. Adigun, C. A. Jeje, and S. A. Wealth. "Gamification as Catalyst for Enhanced Learning Outcomes in Upper Basic Education in Ilorin Metropolis, Kwara State, Nigeria." Journal of Applied Sciences and Environmental Management 28, no. 11 (2024): 3619–24. https://doi.org/10.4314/jasem.v28i11.15.

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Gamification is adding game mechanics into non-game environments, such as a website, online community, learning management system or even business intranet to increase participation. Consequently, the objective of this paper is to evaluate the impact of gamification as a catalyst for enhanced learning outcomes in upper basic education in Ilorin Metropolis, Kwara State, Nigeria using various standard and appropriate techniques. The study revealed that gender does not influence the teachers’ perception about gamification’s effectiveness as an instructional strategy, male and female teachers had relatively similar challenges in implementing gamification, the challenges faced by teachers in implementing gamification teaching strategy in order of severity include lack of appropriate technology, curriculum alignment issues, insufficient training and professional development, time constraints and it was discovered that gamification contributes significantly to students’ academic improvement as gamification increases student engagement and participation in class.
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Faganel, Armand, Filip Pačarić, and Igor Rižnar. "The Impact of Gamification on Slovenian Consumers’ Online Shopping." Administrative Sciences 14, no. 5 (2024): 86. http://dx.doi.org/10.3390/admsci14050086.

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Gamification involves integrating game mechanics into non-game environments such as business intranets, online communities, websites, and learning management systems to boost participation. Its aim is to actively engage employees, customers, and other stakeholders, fostering collaboration, sharing, and interaction. Gamification is a relatively unfamiliar term in Slovenia. The objective of this study is to investigate the influence of gamification on Slovenian consumers, specifically how it affects the online shopping process and user engagement during purchases. To test the hypotheses, we used appropriate statistical tools: chi-square, Friedman, and Wilcoxon tests. The findings indicate that gamification’s strongest influence is not on the post-purchase evaluation phase but rather on the alternative evaluation phase. It is interesting that highly rated reviewers significantly influence product purchases in online stores, while consumers are unwilling to increase their spending on online purchases in exchange for gamification-related benefits.
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Pasca, Maria Giovina, Maria Francesca Renzi, Laura Di Pietro, and Roberta Guglielmetti Mugion. "Gamification in tourism and hospitality research in the era of digital platforms: a systematic literature review." Journal of Service Theory and Practice 31, no. 5 (2021): 691–737. http://dx.doi.org/10.1108/jstp-05-2020-0094.

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PurposeThe present study aims to synthesize and conceptualize, through a systematic literature review (SLR), the current state of gamification knowledge in the tourism and hospitality (T&H) sector, providing a roadmap for future research recommendations for service research and practice.Design/methodology/approachThe research is based on a systematic literature review and adopts a systematic quantitative approach to summarize existing evidence on gamification usage in the T&H sector, focusing on relevant service literature on gamification. The authors analyze 36 papers published between 2011 and 2019.FindingsThe authors synthesize existing knowledge into five themes describing gamification's role in T&H (Edutainment, Sustainable behavior, Engagement factors, Service provider-generated content and User-generated reviews). Then, a cross-analysis of the five themes reveals the pivotal elements (affordances, behavioral and psychological outcomes, and benefits) generated by gamification mechanics in T&H, simultaneously highlighting potential implications and relevant insights for service literature. The review identifies critical issues affecting gamification research and provides a future research agenda, considering opportunities for T&H and service research.Originality/valueThe study provides the first SLR investigating gamification in T&H. The findings present potential implications and relevant insights for T&H contributing to the construction of a more holistic understanding of gamification adoption in service research.
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Tan, Caroline S. L. "Gamifying OTT: a study on consumer attitudes toward game elements and OTT media service provider brands in gamification." Young Consumers 22, no. 3 (2021): 328–47. http://dx.doi.org/10.1108/yc-11-2020-1245.

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Purpose The purpose of this study is to examine consumer attitude toward gamification in the context of over-the-top (OTT) media service. The particular focus of this paper is on game mechanics from the mechanics-dynamics-aesthetics framework and its effects on consumer attitude toward both gamification and OTT media service provider brand. Design/methodology/approach A 2 × 2 × 2 between-subjects factorial experiment to examine the three core elements of game mechanics – components, controls and courses on consumer attitude, which was operationalized in eight vignettes with a sample size of 296. Findings It was found that the three elements in game mechanics demonstrated a multiplicative effect. The different combinations of elements in game mechanics would result in eliciting different consumer attitudes toward gamification and brand. Despite one combination that attained a high positive consumer attitude toward gamification in OTT, that same combination was not effective in creating a high positive attitude toward the OTT provider brand. The findings demonstrate the need for OTT providers to be clear of their gamification objectives before selecting the combination of game mechanics. Research limitations/implications This study adds to the body of knowledge on consumer attitude toward gamification, especially in the OTT market where there is still literature is limited. Practical implications OTT providers should determine their objectives for using gamification and design the game mechanics according to the optimal combination of elements – components, controls and courses. Originality/value According to the author’s knowledge, this is the first paper to examine consumer attitude toward gamification and OTT provider based on game mechanics. It provides an understanding on the interaction of elements in game mechanics and shows that different element combinations can be used to meet different goals.
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PRASAD, KDV, Mruthyanjaya Rao Mangipudi, and Rajesh Vaidya. "Gamification Framework With Reference to Business Perspective." International Journal of Professional Business Review 7, no. 5 (2022): e0702. http://dx.doi.org/10.26668/businessreview/2022.v7i5.702.

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Purpose: The purpose of this manuscript is to develop and present a gamification framework with eight gamifying mechanics for the business environment and delineate how these mechanisms are different in-game and business/workplace considering gamification as an application of games in non-gaming contexts. Theoretical framework: The gamification mechanics has eight framework elements –meaning, accomplishment, ownership, scarcity, employment, social influence, unpredictability, and avoidance. Each framework element has 4 sub-elements. Every framework element has described in detail where do they appear in the game vs where do they appear in the business/workplace and their relevance. Design/methodology/approach: The eight-element gamification mechanics framework developed considering the business in e-commerce industry. Each and framework element was dissected and developed considering in business/workplace environment in parallel with the gaming environment under non-gaming contexts. Findings: The study resulted in the development gamification mechanics framework for a business environment which can be applied in any business environment and workplace. Research, Practical & Social implications: The developed gamification mechanics framework can be used in any business environment/workplace for performance improvement and enhancing employee engagement. We have provided a detailed description of each gamification mechanics framework element, however. The sub-elements may vary from organization to organization and business to business. Before applying this framework the organization should review the framework along with the organization business goals and decide the course of action. Originality/value: The study offers the business and other organization to implement the gamification framework with eight elements for organizational growth, employee engagement
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Kolesnik, Natalya V., and Sofia Khosueva. "Political communications and game mechanics." Semiotic studies 2, no. 3 (2022): 119–27. http://dx.doi.org/10.18287/2782-2966-2022-2-3-119-127.

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The article overviews the issue of interaction and mutual influence of political communications and game mechanics. Gamification of politics is postulated as a basis for understanding new forms of civil and political activity emerged in the digital age. The presented overview of research literature defines that gaming technologies, as a set of methods and techniques, influence the behavior of modern users by overcoming their passivity and involving them into political and civil processes. The paper discusses theoretical approaches to the study of digital gamification: sociological, cultural, and political economic. Particular attention is paid to the analysis of the political communication - through the prism of gamification - along with digital media having characteristics of a new political subject. Separately the work considers election campaigns and the impact that new technologies and gaming practices have on the political activity of citizens.
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Zaitsev, Dmitry A. "Gamification and platform work." Vestnik BIST (Bashkir Institute of Social Technologies), no. 2(63) (June 28, 2024): 157–60. http://dx.doi.org/10.47598/2078-9025-2024-2-63-157-160.

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Previous studies on the application of gamification in work processes have examined companies with employees. However, both the audience and the specifics of platform work activities are also precisely suitable for gamification. This article describes the principles on which the positive impact of game mechanics on employee efficiency, engagement and motivation is based and the mechanics that are appliable to labor market platforms are described.
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Romashkin, Viktor A. "Gamification elements in event marketing." Neophilology, no. 1 (2023): 195–201. http://dx.doi.org/10.20310/2587-6953-2023-9-1-195-201.

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We consider the specifics of using gamification elements in event marketing from the standpoint of involving and retaining participants in special event. Gamification is defined as the use of game mechanics in non-game situations. Gamification techniques are used in education, business, and marketing. In the promotion system, gamification techniques demonstrate consistency in the struggle of companies and brands for the attention of the audience. The work clarifies the boundaries of the concepts of “game” and “gamification”. As the established practice shows, gamification can be used at various stages of the implementation of special event: at the stage of announcement, at the stage of greeting and meeting participants before the start of event, gamification elements can be included in the structure of individual blocks of special event. Gamified solutions can be used to collect feedback at the end of event. When using gamification elements in event marketing, it is important to follow a number of rules, namely: gamification should have a clear, achievable goal that is relevant for the player; gamification rules should be clear to participants; gamification should have simple tasks to complete; game mechanics should fully and accurately reflect the progress of the player; you cannot completely turn the gamification process into a game and offer only virtual achievements for participation, etc.
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Helmefalk, Miralem, Siw Lundqvist, and Leif Marcusson. "The Role of Mechanics in Gamification." International Journal of Virtual and Augmented Reality 3, no. 1 (2019): 18–41. http://dx.doi.org/10.4018/ijvar.2019010102.

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With regard to the contemporary discussion of gamifying processes in various domains, it is obvious that there exists a naive notion that simply adding leaderboards/pins/points/badges would lead to success. Even though other instances of gamification mechanics could actually perform better. The literature has not yet managed to prove whether different domains require different mechanics in order to impact on engagement and motivation. To address these critical issues, a literature review was conducted across six domains that examined game mechanics, including their uniqueness for gamification research. Findings show a myriad of mechanics with different sharing properties, which are more or less domain-congruent. These mechanics can be separated into four levels: general, mostly similar, partly similar and unique. The findings enable a better understanding of how to employ situation-congruent mechanics to a given context, which is important for both research and practice.
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Dissertations / Theses on the topic "Gamification mechanics"

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Camardella, Flavio. "Gamification mechanics against dropout: Towards improving the motivation and engagement of university students against dropout with gamification mechanics." Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20165.

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In 2016, 30 million university students in the European Union obtained their tertiary degree, but over 3 million young scholars that were to university had left their studies, according to a Eurostat survey. The university student dropout is a serious issue because young people will not have enough professional qualifications and they will risk a major probability of unemployment, poverty, and social discrimination. At the base of this relevant phenomenon of early abandonment, there is a lack of motivation and engagement to continue the course of study. In the age of digitalization, the gamification can have an important role to advance the overall experience of education. The main aim of this thesis is to identify the gamification mechanics that can improve the enthusiasm and commitment of university learners. Across a research design method, using structured surveys and interviews, several gamification mechanics are identified and evaluated to explore which allow students to be more motivated and engaged. Students of Media Technology from Malmö University participated in the research process and found the gamification mechanics to be useful and effective for their learning experience.
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Dacre, Nicholas. "The mechanics of effective enterprise gamification system use." Thesis, University of Warwick, 2017. http://wrap.warwick.ac.uk/94729/.

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Developing an understanding of the employment of game based mechanics within an organisational context, is becoming an increasingly relevant topic of interest and research. This nascent field of study and practice has been termed Enterprise Gamification, and is progressively being adopted by organisations wishing to improve the use of their information systems across the workforce. However, there is limited understanding of the effective use of these elements and their influence on the actions of employees using gamified information systems. Thus, this research seeks to theorise the effective use by actors in the workplace of enterprise gamification systems embedded with game based mechanics. These elements were explored through an in-depth case study approach extending over a two year period with a global media agency comprising a large workforce. This approach enabled me to collect empirical data through interviews, archival materials and observations of information system use in the field of study, and to theorise about the mechanics of effective enterprise gamification system use by employees. In conceptualising effective enterprise gamification system use, and by uncovering the dynamics between user actions, system use, and performance effectiveness by which these may gamefully engage employees, this study offers a substantial contribution to the related streams of research concerned with understanding the effective use of information systems and enterprise gamification. Thus its original contributions to knowledge are: (i) uncovering new insights into gamified user actions and representations of game based mechanics; (ii) developing salient understanding of gamified system use across dimensions of effective use nature; (iii) offering novel insights into the relationship between game based mechanics and performance effectiveness in a gamified system use context; and (iv) research implications for the study of information system use with enterprise gamification. Contribution to practice also provides novel insights into the effectiveness of gamified information systems with employees, as findings suggest that potential benefits may be context specific as characterised by user interpretations and variations in states of engagement as influenced by game based mechanics.
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Boström, Ludvig, and Erik Andersson. "Det flerdimensionella biobesöket : En gamification-studie." Thesis, Uppsala universitet, Institutionen för informatik och media, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-413590.

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Gamification har börjat integreras mer och mer i våra liv varje år inom diverse områden såsom shopping, sport och undervisning. Gamification används per definition för att öka motivation hos användare genom att introducera spelmoment i en icke-spel kontext. Denna studie syftar till att utvärdera hur bra de designprinciper och designriktlinjer, som är formade utifrån ett ramverk som kallas för MDA-ramverket (ett ramverk inom gamification), kan tillämpas vid utformningen av en gamificationapplikation inom kontexten av ett biobesök eller om det krävs en modifiering av dessa. Studien syftar även till att ta reda på huruvida den här typen av applikation skulle kunna öka det generella intresset för att bli medlem hos en bioverksamhet likt Filmstaden. För att ta reda på detta gjordes en intervju som en del av förstudien för att kontrollera den generella attityden och intresset för en applikation som denna. MDA-ramverket användes sedan till att utveckla en Lo-Fi prototyp utifrån principerna och riktlinjerna inom MDA-ramverket. Denna prototyp testades genom att observera totalt tio användare som fick interagera fritt med prototypens olika funktioner. Observationen följdes upp av en intervju med samma användare som fick uttrycka sina känslor gentemot applikationen och de potentiella problem som uppkom med den. Analysen av observationen samt svaren från respondenterna jämfördes sedan med principerna och riktlinjerna som användes under designfasen för att se hur väl dessa kunde tillämpas i kontexten av ett biobesök eller om de kunde ses som felaktiga. Resultatet av studien visade på att de flesta riktlinjer var essentiella för kvalitén av prototypen men att några av dem borde ses över vid utvecklingen av en gamificationapplikation i kontexten av ett biobesök. Slutligen visade också studien, baserat på intervjusvaren som samlades in, att en applikation som denna skulle kunna öka motivation bland biobesökare att bli medlem i Filmstadens bioklubb.<br>Gamification has been increasingly integrated into our lives every year within different areas such as shopping, sports and education. It focuses by definition on increasing the motivation in users by introducing gaming elements into a non-gaming context. This paper aims to investigate how well current design principles and design guidelines, that have been shaped from the so-called MDA-framework (a framework within gamification), can be used for designing a gamification application within the context of a cinematic experience or if modification is required. It also investigates whether this sort of application would be able to increase the general interest of becoming a member at a cinema enterprise such as Filmstaden, Sweden. First of all, an interview was constructed as part of the pre-study to check the general attitude and interest toward an application like this. An existing framework for gamification called the MDA-framework was then used to create a Lo-Fi prototype that practices the principles and guidelines of MDA for an optimal design. This prototype was then tested by observing a total of 10 users who got to interact freely with the different functions. This observation was followed by an interview with the same users where they got to express their feelings toward the application and the potential issues that were presented with it. This result was then compared to the principles and guidelines used during the design to see whether any of the guidelines could be seen as faulty or if any potential guidelines were missing. The analysis of the research showed that most principles and guidelines were very helpful and brought the quality of the prototype to a satisfactory level on most accounts. The attitude towards some of the guidelines was proven to have changed since their emergence though. Finally, the paper also discovered, based on the applicant’s answers, that an application like this could increase the motivation of becoming a member in the “Cinema Club”.
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LeCorrney, Adam. "Choosing mechanics in gamification: what keeps a less experienced player motivated?" Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-171948.

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This thesis takes off in a problem with a game mechanic in a game called OfficeGame. There is a desire to replace this particular mechanic with something else, and this thesis suggests a couple of potential replacements. These concepts of mechanics are derived from the results of a survey, and are further tested in a number of user tests. The conclusions could be summarized as that the two new concepts are not more motivational in themselves. But if one would like to change the original mechanic, it could be by making it more difficult, adding other values than just virtual, and making a stronger connection to health.
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Baldwin, Alexander, and Simon Dahlberg. "Gamification of a Physics Simulation Tool." Thesis, Malmö högskola, Fakulteten för teknik och samhälle (TS), 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20205.

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Gamification -- bruket av spelelement i icke-spelsammanhang -- har visat sig vara ett effektivt sätt att skapa mer underhållande och engagerande användarupplevelser. Många tillämpningar av gamification förlitar sig på en begränsad delmängd av spelelement som poäng, emblem och resultatlistor -- tekniker som kritiserats för att inte vara representativa för vad som gör spel underhållande. Forskning inom psykologin indikerar att personer blir mest effektivt motiverade av faktorer som vädjar till deras personliga tillfredsställelse, såsom nöje, snarare än externa faktorer som belöning och priser. Detta arbete utforskar bruket av speldesignelement och relaterade 3D-teknologier i utvecklingen av ett verktyg avsett för att skapa och simulera fysikaliska modeller. Implementationen av ett sådant verktyg beskrivs med fokus på integrationen av speldesignelement vilka bidrar till en underhållande och engagerande upplevelse för användaren. En studie utförs för att validera effekten av bruket av spelelement på användarnas nöje när dessa interagerar med simulationsverktyget. Det observerades att genom att använda teman som användaren kan relatera till och som är kontextuellt passande för applikationen i fråga kan spelelement förstärka en njutbar användarupplevelse.<br>Gamification -- the use of game elements in non-game contexts -- has been shown to be an effective way of creating more enjoyable and engaging user experiences. Many applications of gamification rely on a limited subset of game elements such as points, badges and leaderboards -- techniques which have been criticised for not being representative of what makes games enjoyable. Research in psychology suggests that people are most effectively motivated by factors that appeal to their personal satisfaction, such as fun, rather than external factors such as rewards and prizes. This thesis explores the use of game design elements and related 3D technologies in the creation of a tool for the construction and simulation of physical models. The implementation of such a tool is described, focussing on the integration of game design elements that produce a fun and engaging experience for the user. A study is performed to determine the effects of the use of game elements on users’ enjoyment when interacting with the simulation tool. It was found that by appealing to themes users can relate to and which are contextually appropriate for the application, game elements can help promote an enjoyable user experience.
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Lindstedt, Marcus. "Best Practice Free-to-Play: Game Mechanics Impact on Gamification of Higher Education." Thesis, Malmö högskola, Fakulteten för teknik och samhälle (TS), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20240.

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This thesis investigates the game mechanics utilized in popular free-to-play games and how these mechanics can be used within a gamified system to attempt to affect student retention at higher educational institutes. Free-to-play has become a highly popular revenue model within the game development industry due its ability to attract a larger player base.Several games were chosen for analysis and a game design document was created based upon the findings within this analysis. An application was then developed and used in a case study to evaluate the design. Results found that implementing successful mechanics into a gamified system could positively affect the motivational levels of students.
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du, Puy Elmsäter Jenny, and Hanna Jensen. "Gamification : En kvalitativ studie om motivationsskapande genom spelmekanismer." Thesis, Uppsala universitet, Företagsekonomiska institutionen, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-434072.

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Gamification är appliceringen av spelmekanismer i icke-spelkontextuella miljöer för att skapa motivation som kan användas för att utföra uppgifter. Denna uppsats avsåg utforska hur det appliceras och utvecklas på djupet, med fokusering på hur spelmekanismer påverkar inre och yttre motivation. I denna studie intervjuades gamification-konsulter för sin erfarenhet inom området och Self-Determination Theory (SDT) användes som analysmodell. Resultaten visar att utvecklandet av ett gamification-system har två oberoende variabler från vilka flera beroende variabler stammar. För att bestämma de mekanismer som bör användas behöver dels tidshorisont bestämmas, dels spelartyp. Således är processen för att bestämma hur eller om gamification ska appliceras lång och komplex, men att bestämma vilken typ av motivation som ska skapas beroende på tidshorisont är ett första steg för att konkretisera gamification-processen.<br>Gamification is the application of game mechanics in non-game contexts to create motivation to accomplish tasks. This thesis sought to delve deeper into how it is applied and developed, with a focus on how game mechanics affect intrinsic and extrinsic motivation. In the study gamification consultants were interviewed for their experience in the field and a Self-Determination Theory (SDT) view was applied in the analysis of their answers. The results show that the development of a gamification system has two independent variables from which several dependable variables spring. To determine the mechanics that should be used the time horizon has to be determined as well as player type. Thus, the decision of how or if to gamify a situation is long and complex in its application, but the determination of which type of motivation to induce is a first step to concretize how to gamify a system.
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Olsson, Lina, Ida Samuelsson, and Hanna Westerlund. "Level Complete : En kvalitativ studie om gamifications förekomst inom säljorganisationer, och vägen till mer engagerade och motiverade medarbetare." Thesis, Linnéuniversitetet, Institutionen för ekonomistyrning och logistik (ELO), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-60545.

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Tidigare studier har visat att majoriteten av anställda inom svenska organisationer har ett bristande i engagemang till sitt arbete, vilket kan bero på att feedback och belöning kommer alltför långt efter slutförandet av en uppgift. Forskning har även visat att yttre belöningar till följd av en prestation endast fungerar väl på kort sikt, men att det trots det finns företag som använder sig av yttre belöning för att motivera sina medarbetare. Ett exempel är säljorganisationer. Gamification är en relativt ny framväxande idé som innebär applicering av spelelement i icke spelliknande kontexter, för att skapa inre motivation och ett ökat engagemang hos människor. Syftet med studien är att analysera i vilket utsträckning direkt feedback och de karaktäristiska spelmekanikerna poäng, emblem, topplistor, levels, relationer, utmaningar, begränsningar och resa förekommer inom säljorganisationer, som inte uttalat använder sig av gamifierade system, för att skapa motiverade och engagerade medarbetare. Metoden bygger på en kvalitativ och abduktiv ansats, där empirin har samlats in genom semistrukturerade intervjuer med sex chefer från olika säljorganisationer. Resultatet visar att flertalet av spelmekanikerna används inom samtliga säljorganisationer, och att det inte finns någon spelmekanik som inte förekommer inom någon av organisationerna. Vidare förekommer poäng, relationer, utmaningar och begränsningar inom samtliga sex organisationer och levels är den spelmekanik som förekommer minst. Vissa skillnader gällande spelmekanikernas användande uppenbarades, även om syftet med användandet för samtliga organisationer är att skapa motivation och öka engagemanget hos säljarna. Feedback förekommer frekvent inom samtliga organisationer. Däremot uppenbarades en viss problematik i samband med direkt feedback, då den tenderar att komma en tid efter att en uppgift har slutförts, bland annat på grund av geografisk utspridning.<br>Previous studies have shown that the majority of employees within Swedish organisations lack commitment to their work, which can be due to the fact that feedback and reward is received late after the completion of a task. Research has also proved that extrinsic rewards as a result of a performance only work well in the short term, but nevertheless there are companies that still use extrinsic rewards to motivate their employees. Sales organisations are one example of that. Gamification is a relatively new emerging idea that involves application of game elements in a non-game context to create intrinsic motivation and to increase engagement among the people. The purpose of this study is to analyse to which extent direct feedback and the characteristic game mechanics points, badges, leaderboards, levels, relationship, challenges, restrictions and journey occur within sales organisations that do not claim to use gamified systems in order to motivate and engage employees. The method used is based on a qualitative and abductive approach where empirical data were collected through semi-structured interviews with six managers from different sales organisations. The result show that the majority of the game mechanics is used in all sales organisations and that there is none of the game mechanics that do not occur in any of the organisations. Moreover, points, relations, challenges and restrictions occur in all six organisations and levels is the game mechanic that occur the least. Some differences in the using of the game mechanics were revealed, although the purpose of the use in all of the organisations is to motivate and increase the engagement of the sellers. Feedback occurs frequently in all organisations. However, certain problems occurred associated with direct feedback as it tends to be received a while after the task has been completed due to geographic diffusion, among other things.
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Bobková, Marie. "Návrh gamifikace do služby Car4way." Master's thesis, Vysoká škola ekonomická v Praze, 2014. http://www.nusl.cz/ntk/nusl-193182.

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The diploma thesis deals with the incorporation of Gamification into a company that provides services. In theoretical part the concept of Gamification is defined first as well as its development, games and their significance. Subsequently typology of players is described. The basic principle of Gamification is explained on the game's elements and mechanisms that motivate players to activity. The initial chapter consists of a summary of basic knowledge of literature, mostly foreign. Then examples of successful applications are described using game elements, which subsequently will be used in the practical part for push-process Gamification into society. The practical part is devoted to a detailed description of the gamificate environment Car4Way company and its implementation into society. First of all company Car4Way is described, especially the process of registration for returning a car. Comparison of individual gamification elements and creation of the concept of service gamification for best practices in Car4Way .
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Mouwafak, Ghassan Nadya. "Spelifiering och dess effekt på inre motivation till att källsortera : Hur topplistor, poäng, medaljer och streaks påverkar motivationen till att källsortera." Thesis, Linnéuniversitetet, Institutionen för datavetenskap och medieteknik (DM), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-107048.

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Green gamification är en metod som på senare tid använts för att uppmuntra miljövänliga beteenden hos människor. I takt med att ökande avfallsmängder väntas bli ett allt större problem är det av relevans att hitta lösningar för att uppmuntra miljövänliga beteenden. Denna studie har utförts som ett bidrag till forskningsprojektet Samverkan för ett spelifierat miljöhus 2021-2022. Studien undersöker hur spelmekanismerna topplistor, poäng, medaljer och streaks påverkar användarnas inre motivation till att källsortera när de tävlar mot bostadsområden i deras närhet. Genom att jämföra användarnas inställning till olika motivationsfaktorer före och efter intervention av spelifiering ger resultatet en indikation på att spelmekanismerna inte har en märkbar påverkan på användarnas inre motivation, och att vidare forskning inom området kan vara ett bidrag för att lösa problemet med ökande avfallsmängder.<br>Samverkan för ett spelifierat miljöhus 2021-2022
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Books on the topic "Gamification mechanics"

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Christopher, Cunningham, ed. Gamification by design: Implementing game mechanics in web and mobile apps. O'Reilly Media, 2011.

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Werbach, Kevin, and Dan Hunter. Gamification Toolkit: Dynamics, Mechanics, and Components for the Win. Wharton School Press, 2015.

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Linder, Joselin, and Gabe Zichermann. Gamification Revolution: How Leaders Leverage Game Mechanics to Crush the Competition. McGraw-Hill Education, 2013.

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Cunningham, Christopher, and Gabe Zichermann. Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps. O'Reilly Media, Incorporated, 2011.

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Gamification Revolution: How Leaders Leverage Game Mechanics to Crush the Competition. McGraw-Hill Companies, The, 2013.

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The Gamification Revolution How Leaders Leverage Game Mechanics To Crush The Competition. McGraw-Hill, 2013.

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Xu, Feifei, and Dimitrios Buhalis, eds. Gamification for Tourism. Channel View Publications, 2021. http://dx.doi.org/10.21832/xu8212.

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This book examines the cutting-edge concept of gamification in tourism. The chapters offer valuable insights and examples of best practice and address key issues of game mechanism and game design principles. This will be useful for students and researchers in tourism marketing, smart tourism and tourism futures, as well as industry practitioners.
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Book chapters on the topic "Gamification mechanics"

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Schacht, Silvia, and Alexander Maedche. "Project Knowledge Management While Simply Playing! Gaming Mechanics in Project Knowledge Management Systems." In Gamification in Education and Business. Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-319-10208-5_30.

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Villegas, Eva, Emiliano Labrador, David Fonseca, and Sara Fernández-Guinea. "Validating Game Mechanics and Gamification Parameters with Card Sorting Methods." In Advances in Intelligent Systems and Computing. Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-16187-3_38.

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Gil, Borja, Iván Cantador, and Andrzej Marczewski. "Validating Gamification Mechanics and Player Types in an E-learning Environment." In Design for Teaching and Learning in a Networked World. Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-24258-3_61.

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Réti, Mónika, Edit Lippai, and Márk Nemes. "Gamification for Sustainability: A Possible Renaissance of Role-Playing Game Mechanics in Pedagogy." In Sustainable Development Goals Series. Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-030-91055-6_19.

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Leclercq, Thomas. "Engagement Mechanics in the Value Cocreation Process: The Case of Gamification (An Extended Abstract)." In Marketing at the Confluence between Entertainment and Analytics. Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-47331-4_140.

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Franco, Adriana, Daniel Cale, and Joao C. Ferreira. "Gamification System for Eco-Driving: Enhancing Driver Motivation and Fuel Savings Through Game Mechanics." In Lecture Notes in Networks and Systems. Springer Nature Switzerland, 2025. https://doi.org/10.1007/978-3-031-78946-5_12.

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Sampaio, Marta Correia, Margarida Freitas Oliveira, Isabel Pinto dos Reis, Vasco Ribeiro Santos, Ricardo Marcão, and Maria José Sousa. "Gamification." In Advances in Medical Technologies and Clinical Practice. IGI Global, 2025. https://doi.org/10.4018/979-8-3693-8598-2.ch002.

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As technology reshapes industries, gamification has emerged as a key strategy, using game design elements in non-game settings to boost motivation and collaboration, especially in healthcare. This study examines gamification's role in enhancing teamwork among healthcare professionals, addressing a gap in existing research. A quantitative survey of 164 employees from organizations using gamified systems was analyzed through multiple linear regression. Results show that game elements, such as dynamics and mechanics, positively impact collaboration, trust, and engagement. Dynamics foster a collaborative environment and positive social interactions, while mechanics involving collaborative challenges and rewards strengthen team cohesion. This study highlights gamification as an effective tool for improving internal collaboration in healthcare, offering practical insights for organizations implementing such systems. Findings reinforce the importance of gamification in creating trust-based cultures, boosting performance, and enhancing satisfaction for both professionals and patients.
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van Velsen, Martin. "The Persuasive Language of Action." In Gamification. IGI Global, 2015. http://dx.doi.org/10.4018/978-1-4666-8200-9.ch093.

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Besides the visual splendor pervasive in the current generation of digital video games, especially those where players roam simulated landscapes and imaginary worlds, few efforts have looked at the resources available to embed human meaning into a game's experience. From the art of persuasion to the mechanics of meaning-making in digital video games and table-top role playing games, this chapter investigates the changes and new opportunities available that can extend our understanding of digital rhetoric. Starting with a breakdown of the role of choice, workable models from psychology and the untapped body of knowledge from table-top role playing games are shown to allow game designers to enrich their products with a deeper human experience.
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"Mapping Gamification." In Gamification Strategies for Retention, Motivation, and Engagement in Higher Education. IGI Global, 2020. http://dx.doi.org/10.4018/978-1-7998-2079-6.ch002.

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The design and guidelines for gamification have always been famous for the designers to find a range of solutions to provide empowerment, engagement, and assist with retention within education. It is essential to think of the user perspective and find new ways of creating challenges and motivation techniques to provide value. Gamification, when applied to different disciplines, has the potential to facilitate the individual better. This chapter addresses a knowledge gap around the effective use of gamification design principles and mechanics while improving retention. With the use of gaming mechanics as a driving point, specific design considerations are explored with badges, leader boards, points and levels, and challenges. Current research indicates that gaming mechanics, when applied to the education or industry, can encourage and motivate the learner while enriching their experience.
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Bachvarova, Yulia, and Stefano Bocconi. "Games and Social Networks." In Gamification. IGI Global, 2015. http://dx.doi.org/10.4018/978-1-4666-8200-9.ch083.

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Social media and social networks have gained an unprecedented role in connecting people, knowledge, and experiences. Game industry is using the power of social networks by creating Social Network Games, which can be even more engaging than traditional games. In this chapter, the main characteristics of Social Network Games and their potential are discussed. This potentiality can also be used for serious games (i.e. games with purposes beyond entertainment) and especially games related to learning and behavioural changes. This leads to introducing the emerging field of Serious Social Network Games and their unique characteristics that make them suitable for serious applications. Finally, the rising phenomenon of Social TV is discussed, which combines the power of TV and social media. Based on a project by the authors, preliminary findings on the most engaging techniques of Social TV Games are presented, together with initial suggestions on what constitutes good game mechanics for such games. The chapter concludes with future research directions for Social Network Games to become even more engaging and effective for purposes beyond pure entertainment.
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Conference papers on the topic "Gamification mechanics"

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Giggs, Dennis Ryan, Desman Hidayat, and Ferdianto. "Gamification Impact on FinTech: Reward Mechanisms and Mission Engagement in Continuance Intention to use E-Wallet." In 2024 International Conference on ICT for Smart Society (ICISS). IEEE, 2024. http://dx.doi.org/10.1109/iciss62896.2024.10751317.

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Huang, L. T., and S. H. Chen. "How to Enhance Customers’ Brand Attachment of Mobile Commerce Platforms by Gamification Based on the Mechanism-dynamic-emotion Framework?" In 2024 IEEE International Conference on Industrial Engineering and Engineering Management (IEEM). IEEE, 2024. https://doi.org/10.1109/ieem62345.2024.10856986.

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Hervas, Ramon, David Ruiz-Carrasco, Tania Mondejar, and Jose Bravo. "Gamification mechanics for behavioral change." In PervasiveHealth '17: 11th EAI International Conference on Pervasive Computing Technologies for Healthcare. ACM, 2017. http://dx.doi.org/10.1145/3154862.3154939.

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Rodosthenous, Christos, and Efstathios Mavrotheris. "APPLYING GAMIFICATION MECHANICS IN AN ENVIRONMENTAL EDUCATION SPOC." In 14th International Conference on Education and New Learning Technologies. IATED, 2022. http://dx.doi.org/10.21125/edulearn.2022.2370.

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Limantara, Natalia, Meyliana, Ford Lumban Gaol, and Harjanto Prabowo. "Mechanics, Dynamics, and Aesthetics Framework on Gamification at University." In 2020 International Conference on Informatics, Multimedia, Cyber and Information System (ICIMCIS). IEEE, 2020. http://dx.doi.org/10.1109/icimcis51567.2020.9354271.

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Santos, Isabel, Carla Sa-Couto, and Pedro Vieira-Marques. "Gamification in CPR - a Review of Game Dynamics and Mechanics." In 2019 14th Iberian Conference on Information Systems and Technologies (CISTI). IEEE, 2019. http://dx.doi.org/10.23919/cisti.2019.8760603.

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Ibrahim, Marhaiza, and Siti Syamsul Nurin Mohmad Yazam. "Excellent engagement via gamification adoption among accounting students and media students." In ADVANCES IN FRACTURE AND DAMAGE MECHANICS XX. AIP Publishing, 2023. http://dx.doi.org/10.1063/5.0130892.

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PICCIRILLO, Paola. "GAMIFICATION MARKETING IN TOURISM." In ITSA Biennial International Scientific Conference “Bridging the Gaps in Tourism Knowledge and Practice: The Future of Sustainable, Smart, and Secure Tourism and Hospitality (Future 3Ss) for Tourism”. London: International Tourism Studies Association (ITSA), 2025. https://doi.org/10.70694/dghj8679.

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To suit the theme of changes in travel behaviour, this article will present the new trend in tourism named “gamification marketing in tourism”. Several researchers have explored the concept of Gamification not only in tourism. McCarthy, J., &amp; Wright, P. (2004) for instance, provided a framework for understanding how technology, including gamification, can create and shape user experiences. The works by Sebastian Deterding &amp; al. (2011) even if they are not specific to tourism, can be considered as the first concept of gamification. They define it as "the use of game design elements in non-game contexts." This foundational work has been adapted across industries, including tourism. Gamification involves integrating game mechanics into the professional world and in non-game contexts to engage and motivate tourists. It is used to encourage behaviour by causing a feeling of satisfaction similar to that felt during a game. It is not only a question of using digital technology for tourist offers, but of ensuring that the prospect wants to consume while having the impression of playing. Gamification is found at all stages of the sale of a tourism product: before departure, during the trip and continues after the customer's return. This makes it possible to further engage the user who has the feeling of progress, as if they were reaching levels.
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Pastushenko, Olena, Tomáš Hruška, and Jaroslav Zendulka. "Increasing students' motivation by using virtual learning environments based on gamification mechanics." In TEEM'18: Sixth International Conference on Technological Ecosystems for Enhancing Multiculturality. ACM, 2018. http://dx.doi.org/10.1145/3284179.3284310.

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Kessing, David, and Manuel Löwer. "Evaluation of Systematically Developed Gamification Strategies with Game-Balance Simulation Tools." In 13th International Conference on Applied Human Factors and Ergonomics (AHFE 2022). AHFE International, 2022. http://dx.doi.org/10.54941/ahfe1001517.

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is a modern method of motivational design. It aims to motivate people to perform Desired Actions in a specific context. The development of successful gamification strategies requires a consistent, systematic approach. This consists of context and user analysis, technology ideation, and mechanics design. Ultimately, in the practical application, the so-called testing, it must be examined what influence the gamification strategies actually have in order to make eventual adjustments before the implementation takes place in the target context. A prior, objective evaluation possibility does not exist and is therefore often limited to the empirical experience of gamification designers. The balancing of video games can be tested with digital simulation tools (e.g. machinations.io), which show the described relationships in flow charts. This research work shows that gamification strategies for products can be mapped and evaluated with the help of game balancing simulation tools to make better statements about the probability of success. Conclusions and requirements for the general simulation of gamification strategies with game balancing tools are drawn from an exemplary application. A structured process with instructions for the implementation of gamification strategies in game-balance simulation tools helps gamification developers in practical applications.
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Reports on the topic "Gamification mechanics"

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Aleksandrov, Pavlo. NEWS GAMES IN THE UKRAINIAN MEDIA SPACE DURING THE FULL-SCALE RUSSIAN INVASION. Ivan Franko National University of Lviv, 2024. http://dx.doi.org/10.30970/vjo.2024.54-55.12140.

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The phenomenon of news games on the topic of the Russian-Ukrainian war of 2022-2023 has been explored in the article. During the research, a number of gaming projects from this period were analyzed, their genre and thematic specificity were determined, examples of gaming products were provided, and our own concept of a news game on the topical subject of wartime was presented. In 2022-2023, many game projects on the theme of the war in Ukraine appeared, which can be fully or partially classified as news games, conditionally dividing them into “civilian” ones, where the game character is a volunteer, an immigrant, a peaceful resident of the occupied territory, etc. and “combat”, in which the character is a Ukrainian soldier or combat unit. These games are primarily developed by gaming studios or individual game developers, rather than journalistic editorial teams, and they target an international audience (almost all the analyzed games have an English version). We categorize these news games as “entertainment” (those primarily oriented towards humor, boosting morale, and using current information or media images) and “serious” (those attempting to explain, reveal the essence, and show the war through the eyes of witnesses). According to the level of technical implementation, these games can be divided into “simple” ones (browser-based, requiring no download or payment) and “complex” ones that offer extended gameplay and are available only through subscription. Almost all gaming projects encourage donations to the Armed Forces of Ukraine and charitable funds, and the authors of paid games always emphasize that a portion of the proceeds will go towards supporting Ukrainian military personnel. Despite their significant potential, news games currently occupy a small niche in the Ukrainian media landscape. At the same time, in our opinion, the creative possibilities offered by the gaming mechanism of this interactive narrative are quite promising for explaining and revealing various socially important topics related to the Russian-Ukrainian war. Keywords: gamification; news games; game format; game research.
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