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Gamification, Serious Games, Ludic Simulation, and other Contentious Categories

Gamification, Serious Games, Ludic Simulation, and other Contentious Categories

Brock Dubbels
Copyright: © 2013 |Volume: 5 |Issue: 2 |Pages: 19
ISSN: 1942-3888|EISSN: 1942-3896|EISBN13: 9781466632172|DOI: 10.4018/jgcms.2013040101
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MLA

Dubbels, Brock. "Gamification, Serious Games, Ludic Simulation, and other Contentious Categories." IJGCMS vol.5, no.2 2013: pp.1-19. http://doi.org/10.4018/jgcms.2013040101

APA

Dubbels, B. (2013). Gamification, Serious Games, Ludic Simulation, and other Contentious Categories. International Journal of Gaming and Computer-Mediated Simulations (IJGCMS), 5(2), 1-19. http://doi.org/10.4018/jgcms.2013040101

Chicago

Dubbels, Brock. "Gamification, Serious Games, Ludic Simulation, and other Contentious Categories," International Journal of Gaming and Computer-Mediated Simulations (IJGCMS) 5, no.2: 1-19. http://doi.org/10.4018/jgcms.2013040101

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Abstract

This paper provides a conceptual framework for gamification, ludic simulations, and serious games. Central to this framework is the spectrum of design that differentiates work and play. Work and play help define software in purpose as games, productivity software, and entertainment. These categories are informed through cognitive feature analysis of narrative and game play structure. Both can be analyzed to determine the degree of work or play in an activity, as well as issues that influence sustained engagement, which is essential for avoiding game abandonment. To demonstrate the framework for the design and analysis of gamification, ludic simulations, and serious games, several case studies are presented with feature analysis to substantiate the categories.

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